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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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Within a Virtual Crowd: Exploring Human Movement Behavior during Immersive Virtual Crowd Interaction 在虚拟人群中:探索沉浸式虚拟人群互动中的人类运动行为
Michael G. Nelson, Alexandros Koilias, Sahana Gubbi, Christos Mousas
This paper presents an exploratory study aiming at investigating the movement behavior of participants when immersed within a virtual crowd. Specifically, a crosswalk scenario was created in which a virtual crowd was scripted to cross the road once the traffic light turned green. Participants were also instructed to walk across the road to the opposite sidewalk. During that time, the assessment of participant movement behavior was captured by the use of objective measurements (time, speed, and deviation). Five density conditions (no density, low density, medium density, high density, and extreme density) were developed to investigate which had the greatest effect on the movement behavior of the participants. The results obtained indicated that the extreme density condition of the virtual crowd did indeed alter the movement behavior of participants to a significant degree. Given that density had the greatest effect on the movement behavior of participants, a follow-up study was also conducted that utilized the density findings and explored whether density can affect the speed and direction of participants. This was achieved through examining five speed conditions and six directional conditions. The follow-up study provided some evidence that during an extreme density condition the speed of the crowd also affects the movement behavior of participants. However, no alteration in human movement behavior was observed when examining the direction of the virtual crowd. Implications for future research are discussed.
本文提出了一项探索性研究,旨在调查参与者沉浸在虚拟人群中时的运动行为。具体来说,他们创建了一个人行横道的场景,在这个场景中,一旦交通灯变绿,虚拟人群就会穿过马路。参与者还被要求穿过马路到对面的人行道上。在此期间,通过使用客观测量(时间、速度和偏差)来评估参与者的运动行为。采用无密度、低密度、中等密度、高密度和极度密度五种不同的密度条件,探讨了哪种密度条件对参与者的运动行为影响最大。结果表明,虚拟人群的极端密度条件确实在很大程度上改变了参与者的运动行为。鉴于密度对参与者的运动行为影响最大,我们也进行了后续研究,利用密度的发现,探讨密度是否会影响参与者的速度和方向。这是通过测试五种速度条件和六种方向条件来实现的。后续研究提供了一些证据,证明在极端密度条件下,人群的速度也会影响参与者的运动行为。然而,当检查虚拟人群的方向时,没有观察到人类运动行为的变化。讨论了对未来研究的启示。
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引用次数: 11
A Data-Driven Optimisation Approach to Urban Multi-Site Selection for Public Services and Retails 基于数据驱动的城市公共服务和零售多站点选择优化方法
Tian Feng, Feiyi Fan, T. Bednarz
Urban lifestyle depends on public services and retails, of which site locations matter to convenience for residents. We introduce a novel approach to the systematic multi-site selection for public services and retails in an urban context. It takes as input a set of data about an urban area and generates an optimal configuration of two-dimensional locations for urban sites on public services and retails. We achieve this goal using data-driven optimisation entangling deep learning. The proposed approach can cost-efficiently generate a multi-site location plan considering representative site selection criteria, including coverage, dispersion and accessibility. It also complies with the local plan and the predicted suitability regarding land-use zoning.
城市的生活方式依赖于公共服务和零售,而这些场所的位置关系到居民的便利性。我们引入了一种新颖的方法来系统地选择城市环境中的公共服务和零售场所。它将一组关于城市区域的数据作为输入,并为城市公共服务和零售场所生成二维位置的最佳配置。我们使用数据驱动优化和深度学习来实现这一目标。考虑到代表性的选址标准,包括覆盖、分散和可达性,拟议的方法可以经济有效地产生一个多站点的选址计划。它也符合当地的规划和土地利用分区的预测适宜性。
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引用次数: 0
An evaluation of augmented reality music notation 增强现实音乐符号的评价
Zeruo Liu, Matt Adcock, H. Gardner
We conducted a focus group study of a prototype application to test the opportunities and limitations of augmented reality music notation for musical performance and rehearsal.
我们对原型应用程序进行了焦点小组研究,以测试增强现实音乐符号在音乐表演和排练中的机会和局限性。
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引用次数: 4
Unlimited Corridor: A Visuo-haptic Redirection System 无限走廊:视觉触觉重定向系统
Keigo Matsumoto, Takuji Narumi, Yuki Ban, Yohei Yanase, T. Tanikawa, M. Hirose
The Unlimited Corridor is a virtual reality system that enables users to walk in an ostensibly straight direction around a virtual corridor within a small tracked space. Unlike other redirected walking systems, the Unlimited Corridor allows users to keep walking around without interruptions or resetting phases. This is made possible by combining a redirected walking technique with visuo-haptic interaction and a path planning algorithm. The Unlimited Corridor produces passive haptic feedback using semi-circular handrails; that is, when users grip a straight handrail in the virtual environment, they simultaneously grip a corresponding curved handrail in the physical world. These stimuli enable visuo-haptic interaction, with the user perceiving the gripped handrail as straight, and this sensation enhances the effects of redirected walking. Furthermore, we developed an algorithm that dynamically modifies the amount of distortion to allow a user to walk ostensibly straight and turn at intersections in any direction. We evaluated the Unlimited Corridor using a virtual space of approximately 400 m2 in a physical space of approximately 60 m2. According to a user study, the median value of the straightness sensation of walking when users grip the handrails (5.13) was significantly larger than that of the sensation felt without gripping the handrails (3.38).
无限走廊是一个虚拟现实系统,用户可以在一个小的轨道空间内沿着虚拟走廊表面上的直线方向行走。与其他重定向步行系统不同,无限走廊允许用户在没有中断或重置阶段的情况下继续行走。这是通过将重定向行走技术与视觉触觉交互和路径规划算法相结合而实现的。无限走廊使用半圆形扶手产生被动触觉反馈;也就是说,当用户在虚拟环境中抓住一条直的扶手时,他们同时在物理世界中抓住了一条相应的弯曲的扶手。这些刺激使视觉-触觉交互,与用户感知抓取的扶手是直的,这种感觉增强了重定向行走的效果。此外,我们开发了一种算法,可以动态修改变形量,以允许用户表面上直线行走,并在十字路口向任何方向转弯。我们在大约60平方米的物理空间中使用了大约400平方米的虚拟空间来评估无限走廊。根据一项用户研究,当用户抓住扶手时,行走直线感的中位数(5.13)明显大于不抓住扶手时的直线感中位数(3.38)。
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引用次数: 9
Virtual Avatar Automatically Enhances Human Perspective Taking 虚拟化身自动增强人类视角
K. Nagamachi, S. Ueda, M. Sugimoto, M. Inami, M. Kitazaki
Reasoning about other people’s mind is important to successful social communication. Visual perspective taking is the basic ability to infer others’ mind, denoting the process of judgment what and how a certain object looks from the others’ viewpoint. Recent research showed that the understanding of how a target appears to another person occurs spontaneously. However, the details of the process have not yet been clear. We aimed to investigate whether visual perspective taking occur in a virtual environment and how fast the process is. In an experiment, participant judged the direction of visual stimulus from the viewpoint of a humanoid avatar and responded using joystick. To know the time course of the perspective taking, we manipulated the interval time between the appearance of humanoid avatar and the target visual stimulus presentation. We found that the existence of humanoid avatar improves the performance of the visual perspective taking task in quick interval time condition. This result suggests that the visual perspective-taking is enhanced by the virtual avatar in a very fast time scale.
推断他人的想法对成功的社交很重要。视觉透视是一种推断他人心理的基本能力,是指从他人的角度判断某一物体是什么样子的过程。最近的研究表明,对另一个人如何看待目标的理解是自发的。然而,这一过程的细节尚不清楚。我们的目的是调查视觉视角是否发生在虚拟环境中,以及这个过程有多快。在一个实验中,参与者从一个人形化身的角度判断视觉刺激的方向,并使用操纵杆做出反应。为了了解视角的时间过程,我们操纵了人形化身出现和目标视觉刺激呈现之间的间隔时间。我们发现,在快速间隔时间条件下,人形化身的存在提高了视觉视角提取任务的性能。这一结果表明,虚拟化身在非常快的时间尺度上增强了视觉视角。
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引用次数: 0
Superimposition of a 3D Scan with a Part for Metrology Applications on a Hololens-Based Platform 基于全息透镜平台的计量应用中三维扫描与零件的叠加
Carl Nadeau, D. Laurendeau
The paper presents an approach for the visualization of the 3D scan of a part with the part itself using the Hololens platform. Computer vision is used to align the scan with the part.
本文提出了一种利用Hololens平台实现零件本身三维扫描可视化的方法。计算机视觉用于使扫描与零件对齐。
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引用次数: 0
Molecular Genomics Education Through Gamified Cell Exploration in Virtual Reality 通过虚拟现实中游戏化细胞探索的分子基因组学教育
Kate Patterson, Andrew R. Lilja, M. Arrebola, J. McGhee
Cell Explorer is an interactive Virtual Reality (VR) journey into the nucleus of a human cell, created with the intention to engage and educate visitors about the important genomic research endeavours being carried out at the Garvan Institute of Medical Research. Its innovative approach is characterized by the fusion of multiple resolutions of scientific data with interaction and game design techniques and 3D computer animation. Cell Explorer was created through an iterative design process, during which various tensions related to technical constraints, scientific integrity, aesthetic and user experience needed to be negotiated. The prototype is an educational tool that offers users a unique experience to facilitate a more meaningful engagement with scientific data and learn about concepts related to human genomics.
Cell Explorer是一个进入人类细胞核的交互式虚拟现实(VR)之旅,旨在吸引和教育游客了解加文医学研究所正在进行的重要基因组研究工作。其创新方法的特点是将多种分辨率的科学数据与交互和游戏设计技术以及3D计算机动画相融合。Cell Explorer是通过迭代设计过程创建的,在此过程中,需要协商与技术限制、科学完整性、美学和用户体验相关的各种紧张关系。该原型是一种教育工具,为用户提供独特的体验,以促进更有意义的科学数据参与,并了解与人类基因组学相关的概念。
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引用次数: 2
Head-Fingers-Arms: Physically-Coupled and Decoupled Multimodal Interaction Designs in Mobile VR 头-手指-手臂:移动VR中的物理耦合和解耦多模态交互设计
Pallavi Mohan, Wooi-Boon Goh, Chi-Wing Fu, Sai-Kit Yeung
This paper proposes a novel bimanual finger-based gesture called X-Fingers that provides interactive 2D spatial input control using vision-based techniques in mobile VR. This finger-based input modality can be coordinated with the movement of the user's arms or head to provide an additional input modality. The incorporation of the arms or the head provides physically-coupled and physically-decoupled multimodal interactions respectively. Given these two design options, we conducted user studies to understand how the nature of the physical coupling of interactions influences the user's performance and preferences with task consisting of varying degrees of coordination between the modalities. Our results show that physically-decoupled interactions designs are preferred when the degree of coordination is high within the multimodal interaction.
本文提出了一种新的基于手指的双手手势,称为X-Fingers,它在移动VR中使用基于视觉的技术提供交互式2D空间输入控制。这种基于手指的输入方式可以与用户手臂或头部的运动相协调,以提供额外的输入方式。手臂或头部的结合分别提供了物理耦合和物理解耦的多模态相互作用。鉴于这两种设计选择,我们进行了用户研究,以了解交互的物理耦合的性质如何影响用户的性能和偏好,包括不同程度的协调模式之间的任务。结果表明,当多模态交互的协调度较高时,物理解耦交互设计是首选的。
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引用次数: 3
An Augmented Reality Application for Mobile Visualization of GIS-Referenced Landscape Planning Projects 基于gis的景观规划项目移动可视化增强现实应用
J. Kilimann, Denis Heitkamp, P. Lensing
We introduce an augmented reality application that allows the representation of planned real world objects (e.g. wind turbines or power poles) at their actual geographic location. The application uses GPS for positioning, which is then supplemented by augmented reality feature tracking to get a constant and stable positional and rotational reading. As addition to the visualization, we use on-the-fly gathered sensor data to identify foreground objects. Thus, for practical scenarios our application depicts images with mostly correct occlusion between real and virtual objects. The application will be used to support urban and landscape planners in their process, especially for the purpose of public information and acceptance. It provides an advantage to current planning processes, where the representation of objects is limited to positions on maps, miniature models, or at best a photo montage where the object is placed into a still camera image.
我们引入了一个增强现实应用程序,允许在其实际地理位置表示规划的现实世界对象(例如风力涡轮机或电线杆)。该应用程序使用GPS进行定位,然后辅以增强现实功能跟踪,以获得恒定稳定的位置和旋转读数。除了可视化之外,我们还使用实时收集的传感器数据来识别前景物体。因此,对于实际场景,我们的应用程序描绘的图像在真实和虚拟物体之间具有大多数正确的遮挡。该应用程序将用于支持城市和景观规划者在其过程中,特别是为了公共信息和接受的目的。它为当前的规划过程提供了一个优势,其中对象的表示仅限于地图上的位置,微型模型,或者充其量是照片蒙太奇,其中对象被放置在静止的相机图像中。
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引用次数: 8
Immersive applications: what if users are in the autism spectrum? 沉浸式应用:如果用户是自闭症患者怎么办?
L. Tarantino, Giovanni De Gasperis, T. D. Mascio, M. Pino
Domain experts generally agree on the potential of VR-based treatment aimed at improving emotional competencies and social skills in individuals with Autism Spectrum Disorder (ASD). The need arises for Immersive Virtual Environments evaluation frameworks appropriate for this specific user population. In this paper we sketch results of a study focused on engagement, with the multifold objective of (1) evaluating two headsets differing in the degree to which the physical world is cutout from the view (Oculus Rift and HoloLens) to study their general appropriateness with respect to possible VR-based ASD people treatment, (2) reasoning about the interpretation of selected measured engagement aspects in the cases of Typically Development people and ASD people, and (3) outlining the nature of VR-based possible ASD-oriented applications based on the two headsets.
领域专家普遍认为,基于虚拟现实的治疗有望改善自闭症谱系障碍(ASD)患者的情感能力和社交技能。因此,需要有适合这一特定用户群的沉浸式虚拟环境评估框架。在本文中,我们概述了一项专注于参与度的研究结果,其多重目标是(1)评估两种不同程度的耳机(Oculus Rift和HoloLens),以研究它们在可能基于vr的ASD患者治疗方面的一般适用性,(2)在典型发展人群和ASD患者的情况下,对选定的测量参与度方面的解释进行推理。(3)概述基于vr的可能的基于两种头显的面向自闭症的应用程序的性质。
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引用次数: 6
期刊
Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry
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