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2016 XVIII Symposium on Virtual and Augmented Reality (SVR)最新文献

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A Study in Virtual Navigation Cues for Forklift Operators 叉车操作员虚拟导航提示的研究
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.25
Alexandre Pereira, Gun A. Lee, Edson Almeida, M. Billinghurst
Augmented Reality (AR) is a technology that can overlap virtual elements over the real world in real time. This research focuses on studying how different AR elements can help forklift operators locate pallets as quickly as possible in a warehouse environment. We have developed a simulated AR environment to test Egocentric or Exocentric virtual navigation cues. The virtual elements were displayed to the user in a HUD (head-up display) on the forklift windshield, fixed place in front of the user operator, or in a HMD (head-mounted display), where the virtual cues are attached to the head of the user. A user study found that the Egocentric AR view was preferred over the Exocentric condition and performed better while the HUD and HMD viewing methods produced no difference in performance.
增强现实(AR)是一种可以将虚拟元素实时叠加在现实世界上的技术。这项研究的重点是研究不同的AR元素如何帮助叉车操作员在仓库环境中尽快定位托盘。我们已经开发了一个模拟AR环境来测试Egocentric或Exocentric虚拟导航提示。虚拟元素显示在叉车挡风玻璃上的HUD(平视显示器)上,固定在用户操作员面前,或者在HMD(头戴式显示器)上,虚拟线索附着在用户的头上。一项用户研究发现,Egocentric AR视图比exoccentric条件更受欢迎,并且表现更好,而HUD和HMD观看方法在性能上没有差异。
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引用次数: 3
A User Perspective Analysis on Augmented vs 3D Printed Prototypes for Product's Project Design 增强与3D打印原型在产品项目设计中的用户视角分析
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.22
Francisco Simões, Mariana Bezerra, J. M. Teixeira, W. Correia, V. Teichrieb
Although Augmented Reality use in rapid prototyping of digital artifacts is already a reality, its usage in the design of physical artifacts did not reach its full potential and faces an important competitor with the diffusion of 3D printing. This work presents and applies a detailed method to understand and compare the applicability of Augmented Reality and physical prototypes (3D printed) during product's project design. The proposed method was developed based on user's perspective and it was simulated with the development of an alarm clock radio, using expert and non-expert users in the field. Based on the experiments and their analysis, this research discusses the many qualities and drawbacks from Augmented Reality and 3D printing, exposing and validating different aspects of these tools for rapid prototyping.
尽管增强现实技术在数字产品快速原型设计中的应用已经成为现实,但它在物理产品设计中的应用并没有充分发挥其潜力,并且随着3D打印的普及,它面临着一个重要的竞争对手。这项工作提出并应用了一种详细的方法来理解和比较增强现实和物理原型(3D打印)在产品项目设计中的适用性。提出了一种基于用户视角的方法,并利用该领域的专家和非专家用户对该方法进行了仿真。在实验和分析的基础上,本研究讨论了增强现实和3D打印的许多优点和缺点,揭示和验证了这些工具用于快速原型的不同方面。
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引用次数: 0
An Adaptive Mesh Generation Technique in Parallel for Virtual Reality Applications 一种面向虚拟现实应用的并行自适应网格生成技术
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.43
Tiago Guimarães, J. B. C. Neto, C. Vidal
This work describes a technique for generating parametric surfaces meshes using parallel computing, with distributed memory processors. This technique can be used in many areas, such as Computer Graphics and Virtual Reality, among others. The input for the algorithm is a set of parametric patches that model the surface of a given object. A structure for spatial partitioning is proposed to decompose the domain in as many subdomains as processes in the parallel system. Each subdomain consists of a set of patches and the division of its load is guided following an estimate. This decomposition attempts to balance the amount of work in all the subdomains. The amount of work, known as load, of any mesh generator is usually given as a function of its output size, i.e., the size of the generated mesh. Therefore, a technique to estimate the size of this mesh, the total load of the domain, is needed beforehand. This work makes use of an analytical average curvature calculated for each patch, which in turn is input data to estimate this load and the decomposition is made from this analytical mean curvature. Once the domain is decomposed, each process generates the mesh on that subdomain or set of patches by a quadtree technique for inner regions, advancing front technique for border regions and is finally applied an improvement to mesh generated. This technique presented good speed-up results, keeping the quality of the mesh comparable to the quality of the serially generated mesh.
这项工作描述了一种使用分布式内存处理器的并行计算生成参数曲面网格的技术。该技术可用于许多领域,如计算机图形学和虚拟现实等。该算法的输入是一组参数补丁,这些参数补丁对给定物体的表面进行建模。提出了一种空间划分结构,将并行系统中的过程分解为尽可能多的子域。每个子域由一组补丁组成,并根据估计指导其负载的划分。这种分解试图平衡所有子域中的工作量。任何网格生成器的工作量,称为负载,通常作为其输出大小的函数给出,即生成的网格大小。因此,事先需要一种技术来估计网格的大小,即域的总负载。这项工作利用了为每个补丁计算的分析平均曲率,这反过来是输入数据来估计这个负载,并从这个分析平均曲率进行分解。在对区域进行分解后,每个过程分别对内部区域采用四叉树技术,对边缘区域采用前沿推进技术生成子域或一组补丁上的网格,最后对生成的网格进行改进。该技术具有良好的加速效果,使网格质量与串行生成的网格质量相当。
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引用次数: 0
A Gesture Control System to Support Rehabilitation Exercises 支持康复训练的手势控制系统
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.37
Kleber A. Sousa, J. Neto, Edimo Sousa Silva, M. A. Rodrigues
In this paper, we present a gestural control system to support rehabilitation exercises using the Microsoft Kinect device. More specifically, the graphical application consists of a static avatar (which represents the pose to be registered by a professional, that will be performed by the user) and a dynamic avatar (which corresponds to the user's pose in real time). The avatars are modeled from the skeletal segments of the user. For verifying the matching between the poses of the two avatars we have used the Cohen-Sutherland clipping algorithm, which quickly identifies whether or not a dynamic segment (straight line) is totally contained in a static segment (rectangular region). During the exercises a visual feedback in real-time and by segment is displayed in the system's interface, helping the user to correct the posture and, consequently, finalize the physical exercises successfully. Initial tests with participants were conducted, showing that the application is effective, simple to use, of low cost, and flexible, since automatically adjusts itself according to anatomical structures that contain segments of varying sizes.
在本文中,我们提出了一个手势控制系统,以支持使用微软Kinect设备的康复练习。更具体地说,图形应用程序由静态头像(代表由专业人员注册的姿势,将由用户执行)和动态头像(对应于用户的实时姿势)组成。虚拟形象是根据用户的骨骼部分建模的。为了验证两个角色姿态之间的匹配,我们使用了Cohen-Sutherland裁剪算法,该算法可以快速识别动态段(直线)是否完全包含在静态段(矩形区域)中。在练习过程中,系统界面上实时显示视觉反馈,帮助用户纠正姿势,从而成功完成体育锻炼。对参与者进行的初步测试表明,该应用程序有效,使用简单,成本低,灵活,因为它会根据包含不同大小的节段的解剖结构自动调整自身。
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引用次数: 1
Supporting System Modeling Learning Using Gestures for Visualization Control as Method of Immersion 用手势进行可视化控制的系统建模学习
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.19
Sergio Henriques M. B. B. Antunes, C. Rodrigues, C. Werner
This work proposes a tool named VMAG -- Visualização de Modelos de sistemas Assistido por Gestos (Visualization of system Models Assisted by Gestures) - for supporting the visualization of system models by controlling it with gestures captured by a Kinect sensor. Inspired by the VisAr3D (Software Architecture Visualization in 3D) approach, this tool aims to support the teaching of System Modeling, using motion controls as an attraction to users to promote immersion. A prototype of this tool was developed, incorporating some of its functions, and a study was made to validate its viability, returning overall positive results.
这项工作提出了一个名为VMAG的工具—visualiza ode Modelos de sistemas Assistido por Gestos(手势辅助的系统模型可视化)—通过使用Kinect传感器捕获的手势控制系统模型来支持系统模型的可视化。受VisAr3D (3D软件架构可视化)方法的启发,该工具旨在支持系统建模的教学,使用运动控制来吸引用户,以促进沉浸感。开发了该工具的原型,结合了它的一些功能,并进行了研究以验证其可行性,总体上得到了积极的结果。
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引用次数: 5
Lossless Multitasking: Using 3D Gestures Embedded in Mouse Devices 无损多任务处理:使用嵌入在鼠标设备中的3D手势
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.27
Juliano Franz, Aline Menin, L. Nedel
Desktop-based operating systems allow the use of many applications concurrently, but the frequent switching between two or more applications distracts the user, preventing him to keep focused in the main task. In this work we introduce an augmented mouse, which supports the regular 2D movements and clicks, as well as 3D gestures performed over it. While the keyboard and mouse conventional operation are used for the main task, with 3D gestures the user can control secondary tasks. As a proof of concept, we embedded a Leap Motion Controller device inside a regular mouse. User tests have been conducted firstly to help in the selection of the gestures supported, and then to evaluate the device effectiveness and usability. Results shown that the use of the augmented mouse as a strategy to keep the user focused reduces the task completion time.
基于桌面的操作系统允许同时使用多个应用程序,但是频繁地在两个或多个应用程序之间切换会分散用户的注意力,使他无法专注于主要任务。在这项工作中,我们介绍了一个增强鼠标,它支持常规的2D运动和点击,以及在它上面执行的3D手势。虽然键盘和鼠标的常规操作用于主要任务,但用户可以通过3D手势控制次要任务。作为概念验证,我们将Leap Motion Controller设备嵌入到普通鼠标中。首先进行了用户测试,以帮助选择支持的手势,然后评估设备的有效性和可用性。结果表明,使用增强鼠标作为一种策略来保持用户的注意力减少了完成任务的时间。
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引用次数: 2
Distributed Virtual Reality for Collaborative Backlot Visualization 分布式虚拟现实协同背景可视化
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.44
Rodrigo Marques Almeida da Silva, Pablo B. Gomes, B. Feijó
This paper presents an application of collaborative virtual reality visualization focused on virtual backlots. The proposed solution was developed and designed for the film production and TV broadcast segment requirements. Thus, we develop a very robust system capable of sharing huge models and managing interactions among participants, even those who use mobile devices. For such, we adapt two sharing methodologies, a local processing and a remote processing using video streaming. Moreover, interaction and collaborative editing tools have been incorporated, as well as auditing mechanisms and events report. Finally, we tested the system with several user groups and evaluate the results and future work.
本文介绍了一种基于虚拟背景的协同虚拟现实可视化应用。所提出的解决方案是针对电影制作和电视播出环节的需求而开发和设计的。因此,我们开发了一个非常强大的系统,能够共享巨大的模型并管理参与者之间的互动,即使是那些使用移动设备的参与者。为此,我们采用了两种共享方法,即使用视频流的本地处理和远程处理。此外,还结合了交互和协作编辑工具,以及审计机制和事件报告。最后,我们用几个用户组对系统进行了测试,并对结果和未来的工作进行了评估。
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引用次数: 0
EnvironRC: Integrating Mobile Communication and Collaboration to Offshore Engineering Virtual Reality Applications 环境:将移动通信和协作集成到海上工程虚拟现实应用中
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.17
Bernardo F. V. Pedras, A. Raposo, I. Santos
Offshore Engineering visualization applications are, in most cases, very complex and should display a lot of data coming from very computational intensive numerical simulations. To help analyze and better visualize the results, 3D visualization can be used in conjunction with a VR environment. The main idea for this work began as we realized two different demands that engineering applications had when running on VR setups: firstly, a demand for visualization support in the form of better navigation and better data analysis capabilities. Secondly, a demand for collaboration, due to the difficulties of coordinating a team with one member using VR. To meet these demands, we developed a Service Oriented Architecture (SOA) capable of adding external communications to any application. Using the added communications, we built an external collaboration layer. We study the architecture of our solution and how it could be implemented for any application. Furthermore, we study the impact of our solution when running an Offshore Engineering application on VR setups with the support of mobile devices. Such devices can be used to help navigate the virtual world or be used as a second screen, helping visualize and manipulate large sets of data in the form of tables or graphs. As our test application, we used Environ, which is a VR application for visualization of 3D models and simulations.
在大多数情况下,海洋工程可视化应用非常复杂,需要显示大量来自计算密集型数值模拟的数据。为了帮助分析和更好地可视化结果,3D可视化可以与VR环境结合使用。这项工作的主要想法开始于我们意识到工程应用程序在VR设置上运行时的两种不同需求:首先,需要以更好的导航和更好的数据分析能力的形式提供可视化支持。其次是协作的需求,因为只有一个成员使用VR很难协调一个团队。为了满足这些需求,我们开发了一个面向服务的体系结构(SOA),它能够向任何应用程序添加外部通信。使用添加的通信,我们构建了一个外部协作层。我们研究了解决方案的体系结构,以及如何为任何应用程序实现它。此外,我们还研究了在移动设备支持下,在VR设备上运行海上工程应用程序时,我们的解决方案的影响。这些设备可以用来帮助导航虚拟世界,或者用作第二个屏幕,帮助以表格或图形的形式可视化和操作大型数据集。作为我们的测试应用程序,我们使用了Environ,这是一个用于3D模型和模拟可视化的VR应用程序。
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引用次数: 0
Surface Electromyography for Game-Based Hand Motor Rehabilitation 基于游戏的手部运动康复的表面肌电图
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.32
Thiago V. V. Batista, L. Machado, A. Valença
Computer systems such as virtual environments and serious games are being used as a tool to enhance the process of user rehabilitation. These systems can help motivate and provide means to assess the user's performance undertaking an exercise session. To do that, these systems incorporate motion tracking and gesture recognition devices, such as natural interaction devices like Kinect and Nintendo Wii. These devices, originally developed for the games market, allowed the development of low cost and minimally invasive rehabilitation systems, allowing the treatment to be taken to the patient's residence. With the advent of natural interaction based on electromyography, devices that use electromyographic signals can also be used to construct these systems. The aim of this work is to show how electromyographic signals could be used as a tool to capture user gestures and incorporated into home-based rehabilitation systems by adopting a low-cost device to capture these gestures. The process of creation of a serious game to show some of these concepts is also present.
诸如虚拟环境和严肃游戏等计算机系统正被用作加强用户康复过程的工具。这些系统可以帮助激励和提供方法来评估用户进行锻炼的表现。为了做到这一点,这些系统结合了运动跟踪和手势识别设备,如Kinect和任天堂Wii等自然交互设备。这些设备最初是为游戏市场开发的,允许开发低成本和微创康复系统,允许将治疗带到患者家中。随着基于肌电图的自然交互的出现,使用肌电图信号的设备也可以用来构建这些系统。这项工作的目的是展示肌电图信号如何被用作捕获用户手势的工具,并通过采用低成本的设备来捕获这些手势,将其纳入基于家庭的康复系统。制作一款严肃游戏的过程也展示了这些概念。
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引用次数: 6
ARToolkit and Qualcomm Vuforia: An Analytical Collation ARToolkit和Qualcomm Vuforia:分析整理
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.46
Alan Brito dos Santos, Juliel Bronzati Dourado, A. Bezerra
Given the trend toward the use of technologies that allow greater interaction and user immersion with computer systems and mobile applications, augmented reality technology is increasingly present in popular systems in various application domains. To assist in the development of these types of systems using ar technology, various graphic libraries have been developed. This work brings a discussion and an analytical collation in some perspectives of two graphics libraries with ra features: qualcomm vuforia and artoolkit.
考虑到使用允许与计算机系统和移动应用程序进行更多交互和用户沉浸的技术的趋势,增强现实技术越来越多地出现在各种应用领域的流行系统中。为了协助使用ar技术开发这些类型的系统,已经开发了各种图形库。本研究对qualcomm vuforia和artoolkit这两个具有ra特性的图形库进行了讨论和分析整理。
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引用次数: 16
期刊
2016 XVIII Symposium on Virtual and Augmented Reality (SVR)
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