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Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry最新文献

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eEyes – an Integrated Aid System for the Blind and People with Low Vision eyes -盲人及弱视人士综合辅助系统
Jinhyun Park, Jun Park
eEyes is an integrated aid system for people with low vision. eEyes is a wearable device that can be attached to glasses, which consists of a wearable unit and a self-developed standalone computing unit. eEyes employed Natural User Interface (NUI) technology such as user's hand gesture recognition. An eEyes user can interact with eEyes through static hand gestures (open hand, pointing, v sign, etc.). eEyes's hand gesture recognition technology was developed using on skin-color-based hand gesture recognition techniques. This NUI technology on eEyes provides users with enhanced usability for using eEyes's services. eEyes's capabilities can be also applied to other fields such as mobile VR and AR interactions.
eEyes是一款为低视力人士设计的综合辅助系统。eEyes是一款可以附着在眼镜上的可穿戴设备,它由一个可穿戴单元和一个自主研发的独立计算单元组成。eEyes采用了自然用户界面(NUI)技术,如用户的手势识别。eEyes用户可以通过静态手势(张开手,指向,v手势等)与eEyes进行交互。eEyes的手势识别技术是在基于肤色的手势识别技术的基础上开发的。eEyes上的NUI技术为用户提供了使用eEyes服务的增强可用性。eyes的功能还可以应用于其他领域,如移动VR和AR交互。
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引用次数: 0
Conformal Redirected Walking for Shared Indoor Spaces 共享室内空间的适形重定向步行
Yashvardhan Tomar, Ayushi Srivastava, Arindam Dey, Ojaswa Sharma
In this work we present a redirected walking scheme suitable for shared spaces in a virtual reality environment. We show our redirected walking to work for the case of two physical spaces (a host and a guest) being merged into a single virtual host space. The redirection is based on warping the guest space into the host space using a conformal mapping that preserves the local shape and features. We compare our technique with state-of-the art indoor redirection schemes and show its efficiency. We found our method to have better task performance, higher social presence, and less simulator sickness.
在这项工作中,我们提出了一个适用于虚拟现实环境中共享空间的重定向步行方案。在两个物理空间(主机和客户)合并为单个虚拟主机空间的情况下,我们展示了重定向行走。重定向基于使用保角映射将来宾空间转换为主机空间,该映射保留了本地形状和特征。我们将我们的技术与最先进的室内重定向方案进行了比较,并展示了其效率。我们发现我们的方法有更好的任务表现,更高的社会存在感,更少的模拟器病。
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引用次数: 4
An Eye-Tracking Dataset for Visual Attention Modelling in a Virtual Museum Context 一个用于虚拟博物馆视觉注意力建模的眼动追踪数据集
Yunzhan Zhou, Tian Feng, Shihui Shuai, Xiangdong Li, Ling-yun Sun, H. Duh
Predicting the user’s visual attention enables a virtual reality (VR) environment to provide a context-aware and interactive user experience. Researchers have attempted to understand visual attention using eye-tracking data in a 2D plane. In this poster, we propose the first 3D eye-tracking dataset for visual attention modelling in the context of a virtual museum. It comprises about 7 million records and may facilitate visual attention modelling in a 3D VR space.
预测用户的视觉注意力使虚拟现实(VR)环境能够提供上下文感知和交互式用户体验。研究人员试图利用二维平面上的眼球追踪数据来理解视觉注意力。在这张海报中,我们提出了第一个3D眼动追踪数据集,用于虚拟博物馆背景下的视觉注意力建模。它包含约700万条记录,可能有助于在3D VR空间中进行视觉注意力建模。
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引用次数: 3
Water Bodies: VR Interactive Narrative and Gameplay for Social Impact 水体:VR互动叙事和游戏玩法的社会影响
Kay Vasey, Olivier Bos, Fadhil Nasser, Adeline Tan, Benjamin Li JunTing, Khoo Eng Tat, T. Marsh
Partnered with UN Environment, an interactive and immersive virtual reality (VR) experience was produced that takes participants on a journey through the human stomach to raise awareness of microplastics that are unknowingly consumed in our daily lives. The creative practice and research addresses UN Sustainable Development Goal #12: Responsible Consumption and Production. Through novel, exciting and engaging interactive narrative and gameplay mechanics, Water Bodies delivers a serious underlying message to encourage participants to question their use of plastic and to drive towards a positive environmental impact.
与联合国环境署合作,制作了交互式沉浸式虚拟现实(VR)体验,让参与者通过人体胃之旅,提高对日常生活中不知不觉消耗的微塑料的认识。创造性的实践和研究解决了联合国可持续发展目标#12:负责任的消费和生产。通过新颖、刺激和引人入胜的互动叙事和游戏机制,《水体》传递了一个严肃的潜在信息,鼓励参与者质疑他们对塑料的使用,并朝着积极的环境影响前进。
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引用次数: 8
Möbiusschleife: Beyond the Bounds of a Closed-Loop VR System Möbiusschleife:超越闭环VR系统的界限
Koki Toda, Sayuki Hayashi
We propose a VR system “Möbiusschleife” to make the VR and real world directly interact and enlarge the boundary of the VR player’s field. Conventional VR systems generally adopt head- mounted display (HMD) to present altered experiences from the real, but external audiences cannot receive them. In this paper, we present a virtual “window” which provides bidirectional face-to- face interaction between the VR and real world with a touch display and webcam. We also prepare a simple stereoscopic display enabling the VR player and objects to move as if part of the VR world leaps into the real world. Lastly, we integrate all the above systems as a simple chat application with a virtual character.
我们提出一个虚拟现实系统“Möbiusschleife”,使虚拟现实与现实世界直接互动,扩大虚拟现实玩家的领域边界。传统的虚拟现实系统通常采用头戴式显示器(HMD)来呈现与现实不同的体验,但外部观众无法接收到。在本文中,我们提出了一个虚拟的“窗口”,它提供了虚拟现实和现实世界之间的双向面对面互动,触摸显示器和网络摄像头。我们还准备了一个简单的立体显示器,使VR播放器和物体能够移动,就好像VR世界的一部分跃入现实世界一样。最后,我们将上述所有系统集成为一个带有虚拟角色的简单聊天应用程序。
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引用次数: 0
Investigating the use of Different Visual Cues to Improve Social Presence within a 360 Mixed Reality Remote Collaboration* 调查使用不同的视觉线索,以提高360度混合现实远程协作中的社会存在*
Theophilus Teo, Gun A. Lee, M. Billinghurst, Matt Adcock
In this paper, we investigate the social aspects and effects of various visual cues in a 360 panorama-based Mixed Reality remote collaboration system. We conducted a series of user studies using a prototype system to compare the effects of different combinations of visual cues including hand gestures, ray pointing and drawing in a remote collaborative task. We found that adding ray pointing and drawing can enhance the social aspects of a remote collaborative experience and also can lower the required task mental effort. We discuss the findings and suggest directions for future research.
在本文中,我们研究了基于360全景的混合现实远程协作系统中各种视觉线索的社会方面和效果。我们使用一个原型系统进行了一系列用户研究,以比较在远程协作任务中不同视觉线索组合的效果,包括手势、光线指向和绘图。我们发现,添加射线指向和绘图可以增强远程协作体验的社交方面,也可以降低所需的任务心理努力。我们讨论了这些发现并提出了未来的研究方向。
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引用次数: 20
Integrating Mixed Reality and Internet of Things as an Assistive Technology for Elderly People Living in a Smart Home 融合混合现实与物联网作为老年人智能家居的辅助技术
Ryan Anthony J. de Belen, T. Bednarz, D. D. Favero
In the last few decades, there has been a significant increase in demand for Wearable Assistive Technologies (WATs) useful to overcome functional limitations of individuals. Although advances in Computer Graphics (CG), Computer Vision (CV), and Artificial Intelligence (AI) have the potential to address a wide range of human needs, fully integrated systems that consider age-related changes in elderly people are still pretty uncommon. In this work, we present a WAT that follows interaction design guidelines to ensure reliability, usability, and suitability for everyday use. The WAT enables elderly people to improve interactions with Mixed Reality (MR) and Internet of Things (IoT) technologies. It properly aids and assists elderly people in daily activities such as analysing the environment, recognising and searching for objects, wayfinding, and navigation. We believe that this technology is helpful for blind, low-vision, or hearing-impaired independent elderly people to improve their quality of life while maintaining self-independence.
在过去的几十年里,人们对可穿戴辅助技术(WATs)的需求显著增加,这些技术有助于克服个人的功能限制。尽管计算机图形学(CG)、计算机视觉(CV)和人工智能(AI)的进步有潜力解决广泛的人类需求,但考虑老年人年龄相关变化的完全集成系统仍然相当罕见。在这项工作中,我们提出了一个遵循交互设计准则的WAT,以确保日常使用的可靠性、可用性和适用性。WAT使老年人能够改善与混合现实(MR)和物联网(IoT)技术的互动。它在分析环境、识别和寻找物体、寻路和导航等日常活动中适当地帮助和协助老年人。我们相信这项技术有助于盲人、低视力或听力受损的独立老年人在保持自我独立性的同时提高他们的生活质量。
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引用次数: 9
Grammar of VR Storytelling: Narrative Immersion and Experiential Fidelity in VR Cinema VR叙事的语法:VR电影中的叙事沉浸和体验保真度
Jayesh S. Pillai, Manvi Verma
As grammar of VR storytelling evolves, we must look beyond the technical capabilities of the medium and associated perceptual immersion, in order to better understand the effect of narrative on the users. This paper presents a qualitative analysis of the experience of a VR Cinema and the experiencer’s connection to the narrative. The study attempts to illustrate the significance of narrative immersion with respect to the 360° medium of storytelling in VR. In addition how the various elements in such a narrative lead to experiential fidelity is examined. We believe that the insights gathered would help VR filmmakers in creating effective narrative experiences.
随着VR叙事语法的发展,我们必须超越媒介的技术能力和相关的感知沉浸,以便更好地理解叙事对用户的影响。本文对VR电影的体验以及体验者与叙事的联系进行了定性分析。本研究试图通过VR中360°叙事媒介来说明叙事沉浸的重要性。此外,这种叙述中的各种元素如何导致经验的忠实度进行了检查。我们相信这些见解将有助于VR制作者创造有效的叙事体验。
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引用次数: 11
How to VizSki: Visualizing Captured Skier Motion in a VR Ski Training Simulator 如何VizSki:在VR滑雪训练模拟器中可视化捕获的滑雪者运动
Erwin Wu, Florian Perteneder, H. Koike, Takayuki Nozawa
Alpine ski training is restricted by environmental requirements and the incremental and cyclical ways of how movement and form are taught. Therefore, we propose a virtual reality ski training system based on an indoor ski simulator. The system uses two trackers to capture the motion of skis so that users can control them on the virtual ski slope. For training we captured the motion of professional athletes and replay them to the users to help them to improve their skills. In two studies, we explore the utility of visual cues to help users to effectively learn the motion patterns from the pro-skier. In addition, we look at the impact of feedback on this learning process. The work provides the basis for developing and understanding the possibilities and limitations of VR ski simulators, which have the potential to support skiers in their learning process.
高山滑雪训练受到环境要求和渐进式、周期性的运动和形式传授方式的限制。因此,我们提出了一种基于室内滑雪模拟器的虚拟现实滑雪训练系统。该系统使用两个追踪器来捕捉滑雪板的运动,这样用户就可以在虚拟的滑雪板上控制它们。在训练中,我们捕捉了专业运动员的动作,并将其回放给用户,以帮助他们提高技能。在两项研究中,我们探索了视觉线索的效用,以帮助用户有效地从专业滑雪运动员那里学习运动模式。此外,我们还研究了反馈对学习过程的影响。这项工作为开发和理解VR滑雪模拟器的可能性和局限性提供了基础,VR滑雪模拟器有可能支持滑雪者的学习过程。
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引用次数: 19
Situated Storytelling with SLAM Enabled Augmented Reality 与SLAM支持的增强现实定位讲故事
Sarah Ketchell, W. Chinthammit, U. Engelke
This paper addresses the feasibility of situated storytelling using Simultaneous Localisation and Mapping (SLAM) enabled augmented reality (AR) on a mobile phone. We specifically focus on storytelling in the heritage context as it provides a rich environment for stories to be told in. We conducted expert interviews with several museum and heritage sites to identify major themes for storytelling in the heritage context. These themes informed the development of an AR based storytelling application for a mobile phone. We evaluated the application in a user study and gained further insight into the factors that users appreciate in AR based storytelling. From these insights we derive several high level design guidelines that may inform future system development for situated storytelling, especially in the heritage context.
本文讨论了在移动电话上使用同步定位和地图(SLAM)支持的增强现实(AR)定位讲故事的可行性。我们特别注重在遗产背景下讲故事,因为它为故事的讲述提供了丰富的环境。我们对几个博物馆和遗址进行了专家访谈,以确定在遗产背景下讲故事的主要主题。这些主题启发了基于AR的手机讲故事应用程序的开发。我们在用户研究中评估了该应用程序,并进一步了解了用户在基于AR的故事叙述中欣赏的因素。从这些见解中,我们得出了一些高层次的设计指导方针,这些指导方针可以为未来的故事叙述系统开发提供信息,特别是在遗产环境中。
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引用次数: 8
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Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry
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