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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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Multi-User Immersive Virtual Reality Prototype for Collaborative Visualization of Microscopy Image Data 显微镜图像数据协同可视化的多用户沉浸式虚拟现实原型
Benjamin J. Bailey, Andrew R. Lilja, Campbell W. Strong, Katherine Moline, M. Kavallaris, Rowan T. Hughes, J. McGhee
This paper examines the creation of the Multi-User Cell Arena (MUCA), a novel 3d data visualization work emphasizing virtual co-location via customizable VR avatars. The work explores the utility of building collaborative virtual-reality spaces using consumer VR hardware and the importance of virtual user embodiment. The workflow from raw microbiological scan data to VR representation is documented, noting the unique design challenges of multi-user spaces. Related works in the field are compared, and the limitations of the mesh-cache shell workflow are discussed along with possible future improvements to the multi-user avatar system.
本文研究了多用户单元竞技场(MUCA)的创建,这是一种新颖的3d数据可视化工作,强调通过可定制的VR角色进行虚拟共定位。这项工作探讨了使用消费者虚拟现实硬件构建协作虚拟现实空间的效用,以及虚拟用户化身的重要性。从原始微生物扫描数据到VR表示的工作流程被记录下来,注意到多用户空间的独特设计挑战。比较了该领域的相关工作,讨论了网格-缓存外壳工作流的局限性以及未来可能对多用户头像系统进行的改进。
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引用次数: 3
La Petite Fee Cosmo 小费Cosmo
Owen Noel Newton Fernando, Vinayak Teoh Kannappan, Xavier Tan, Jeffrey Yan Jack Hong, Anupam Chattopadhyay, Seah Hock Soon
This study aims to investigate the effectiveness of combining an interactive game and the concept of productive failure (PF) to nurture innovative teaching and learning. The study also aims to promote innovative approaches to improve students’ learning experience in data structure concepts taught in computer science disciplines, especially in the linked list concepts. A 2D bridge-building puzzle game, “La Petite Fee Cosmo” was developed to assist students in understanding the underlying concepts of the linked list and foster creative usage of the various functionalities of a linked list in diverse situations. To evaluate the potential impact of the interactive game and implications of productive failure on student learning; a pre-test, post-test and delayed-test were developed and used in the evaluation process. Further, the technology acceptance model (TAM) was applied to examine the factors that influence the adoption of productive failure approach in learning data structures. For group 1, the game that they played would represent the pre-test equivalent for group 2. Both the game and quiz have the exact same challenges. The game was built to analyse and infer player's knowledge, skill level and improvements. A player profile manager and gameplay analytics framework were developed to support saving data on the PC for multiple users. The analytics system logs all player performance statistics for each stage. A new log file is created for every replay of the same level — these interfaces directly with the operating system's file system for data storage. Singleton pattern was also used to develop these systems. Each time a new player logs into the game, a file with a unique id is generated. The gameplay analytics system relies on the player's unique id to match its analytics file to a player. The post-test was done to measure their improvement after the lecture. The delayed test, on the other hand, was conducted to evaluate how well students can retain the knowledge over a certain period for the respective group and to verify the results.
本研究旨在探讨互动游戏与生产性失败(PF)概念相结合对培养创新教与学的效果。该研究还旨在促进创新方法,以改善学生在计算机科学学科中教授的数据结构概念,特别是链表概念的学习体验。“La Petite Fee Cosmo”是一款2D搭建桥梁的益智游戏,旨在帮助学生理解链表的基本概念,并培养学生在不同情况下创造性地使用链表的各种功能。评估互动游戏的潜在影响及成效失败对学生学习的影响;在评估过程中,开发了前测、后测和延迟测试。此外,应用技术接受模型(TAM)研究了影响在数据结构学习中采用生产失败方法的因素。对于第一组,他们所玩的游戏与第二组的测试前游戏相同。游戏和测验都有相同的挑战。游戏是用来分析和推断玩家的知识、技能水平和进步的。我们开发了玩家档案管理器和游戏玩法分析框架,以支持在PC上为多个用户保存数据。分析系统记录每个阶段所有球员的表现统计数据。为同一级别的每次重播创建一个新的日志文件——这些文件直接与操作系统的文件系统接口,用于数据存储。单例模式也被用于开发这些系统。每次新玩家登录游戏时,都会生成一个具有唯一id的文件。玩法分析系统依靠玩家的唯一id来匹配分析文件。课后测试是为了衡量他们在讲座后的进步。另一方面,延迟测试是为了评估学生在一段时间内对各自组的知识的记忆程度,并验证结果。
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引用次数: 0
Safe Walking in VR VR中的安全行走
Maurício Sousa, Daniel Mendes, Joaquim Jorge
Common natural walking techniques for navigating in virtual environments feature constraints that make it difficult to use those methods in cramped home environments. Indeed, natural walking requires unobstructed and open space, to allow users to roam around without fear of stumbling on obstacles while immersed in a virtual world. In this work, we propose a new virtual locomotion technique, CWIP-AVR, that allows people to take advantage of the available physical space and empowers them to use natural walking to navigate in the virtual world. To inform users about real world hazards our approach uses augmented virtual reality visual indicators. A user evaluation suggests that CWIP-AVR allows people to navigate safely, while switching between locomotion modes flexibly and maintaining a adequate degree of immersion.
在虚拟环境中导航的常见自然行走技术具有局限性,这使得难以在狭窄的家庭环境中使用这些方法。事实上,自然行走需要无阻碍和开放的空间,让用户在沉浸在虚拟世界中漫游时不必担心绊倒障碍物。在这项工作中,我们提出了一种新的虚拟运动技术,CWIP-AVR,它允许人们利用可用的物理空间,并使他们能够使用自然行走在虚拟世界中导航。为了让用户了解现实世界的危险,我们的方法使用增强虚拟现实视觉指示器。一项用户评估表明,CWIP-AVR可以让人们安全导航,同时灵活地在运动模式之间切换,并保持足够的沉浸度。
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引用次数: 5
Extended Narrow Band Weighted MultiFLIP for Two-Phase Liquid Simulation 扩展窄带加权MultiFLIP两相液体模拟
Luan Lyu, Wei Cao, E. Wu, Zhixin Yang
Physically-based fluid simulation has been studied for many years in computer graphics. MultiFLIP is a powerful method to simulate two-phase liquid phenomena such as bubbles and the “glugging” effect of water pouring, which cannot be produced by the traditional Fluid Implicit Particle (FLIP) method. In contrast to FLIP where only the liquid phase is involved, MultiFLIP samples two respective grid velocities for both gas and liquid volumes. However, MultiFLIP produces some abnormal phenomena such as small liquid droplets getting carried around by gas. The abnormality is in fact produced by the reason that MultiFLIP uses the same weights for both gas and liquid when blending the velocities near the interface for divergence-free projection. To address this problem, we present a novel velocity coupling method, which uses different mass for gas and liquid particles when interpolating velocities of particles into the Eulerian grid. Besides, we apply a transition function to MultiFLIP method so that the two-phase liquid simulation can switch between a particle-based simulation and a grid-based simulation, which aims to reduce the number of particles and smooth the liquid-gas interface in the calm areas. Experiments show that our techniques can conserve the kinetic energy and tiny details of gas-liquid interface better, as well as reduce the number of gas and liquid particles.
基于物理的流体模拟在计算机图形学中已经研究了很多年。MultiFLIP是一种强大的模拟两相液体现象的方法,如气泡和水的“灌胶”效应,这是传统的流体隐式粒子(FLIP)方法无法产生的。与只涉及液相的FLIP相比,MultiFLIP对气体和液体体积分别采样两个网格速度。然而,MultiFLIP会产生一些异常现象,例如小液滴被气体携带。这种异常实际上是由于MultiFLIP在混合界面附近的速度以进行无发散投影时,对气体和液体使用了相同的权重。为了解决这个问题,我们提出了一种新的速度耦合方法,该方法在欧拉网格中插值粒子的速度时,对气体和液体粒子使用不同的质量。此外,我们在MultiFLIP方法中引入过渡函数,使两相液体模拟可以在基于粒子的模拟和基于网格的模拟之间切换,从而减少粒子数量,平滑平静区域的液气界面。实验表明,该技术能较好地保存气液界面的动能和微小细节,并能减少气液粒子的数量。
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引用次数: 0
Generation of Turning Walking Sensation by a Vestibular Display 前庭显示的旋转行走感觉的产生
Minori Unno, Koichi Shimizu, Tomohiro Amemiya, M. Kitazaki, Vibol Yem, Y. Ikei
This paper describes a new method to generate turning walking sensation by vestibular stimulation with initial (bias) inclination of the motion seat. Our vestibular display can move a seat in 3 degree-of-freedom: lifting, roll and pitch rotation. All of these motions are important for generating walking sensation. We investigated the intensity of turning sensation (i.e. sensation of self-direction changing), and the sensation of straight walking and left/right-turning walking with different conditions of initial roll angle. The result of the user study showed that our method could generate turning walking sensation at about 44 to 52 % and straight walking 57 % of real walking.
本文介绍了一种利用运动座椅的初始(偏)倾来刺激前庭产生旋转行走感觉的新方法。我们的前庭显示器可以移动一个座位在3个自由度:升降,滚动和俯仰旋转。所有这些动作对于产生行走感都很重要。研究了不同初始侧滚角条件下的转弯感觉强度(即自转向感觉)、直线行走感觉和左右转弯行走感觉。用户研究结果表明,我们的方法产生的转弯行走感约为44% ~ 52%,直线行走感约为57%。
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引用次数: 1
Recycling a Landmark Dataset for Real-time Facial Capture and Animation with Low Cost HMD Integrated Cameras 低成本HMD集成相机实时面部捕捉和动画的地标数据集回收
Caio Brito, Kenny Mitchell
Preparing datasets for use in the training of real-time face tracking algorithms for HMDs is costly. Manually annotated facial landmarks are accessible for regular photography datasets, but introspectively mounted cameras for VR face tracking have incompatible requirements with these existing datasets. Such requirements include operating ergonomically at close range with wide angle lenses, low-latency short exposures, and near infrared sensors. In order to train a suitable face solver without the costs of producing new training data, we automatically repurpose an existing landmark dataset to these specialist HMD camera intrinsics with a radial warp reprojection. Our method separates training into local regions of the source photos, i.e., mouth and eyes for more accurate local correspondence to the mounted camera locations underneath and inside the fully functioning HMD. We combine per-camera solved landmarks to yield a live animated avatar driven from the user’s face expressions. Critical robustness is achieved with measures for mouth region segmentation, blink detection and pupil tracking. We quantify results against the unprocessed training dataset and provide empirical comparisons with commercial face trackers.
准备用于训练hmd实时人脸跟踪算法的数据集是昂贵的。手动标注的面部标志可以用于常规的摄影数据集,但是用于VR面部跟踪的自省安装的相机与这些现有的数据集有不兼容的要求。这些要求包括在近距离使用广角镜头、低延迟短曝光和近红外传感器进行符合人体工程学的操作。为了在不产生新训练数据的情况下训练合适的人脸求解器,我们自动将现有的地标数据集重新用于这些专业HMD相机的径向扭曲重投影。我们的方法将训练分离到源照片的局部区域,即嘴巴和眼睛,以便更准确地与安装在功能齐全的HMD下方和内部的相机位置进行局部对应。我们将每个摄像头解决的地标结合起来,产生一个由用户面部表情驱动的实时动画化身。通过嘴巴区域分割、眨眼检测和瞳孔跟踪等措施实现了关键的鲁棒性。我们根据未处理的训练数据集量化结果,并提供与商用人脸跟踪器的经验比较。
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引用次数: 2
The next step of digital laboratories: Connecting real and virtual world 数字实验室的下一步:连接真实世界和虚拟世界
Nils Höhner, Julien Rodewald, M. O. Mints, Valentin Kammerlohr
Lab-based learning, especially the possibility for students to get practical experience, is a requirement for natural- & engineering education. We want to overcome logistical problems of real laboratories by creating a precise digital twin of a RFID-Measuring-Chamber. Students will be able to perform different kinds of experiments directly in virtual reality. To diminish the disadvantage of a pure virtual experience, a process log of the experiment is created which gets carried out asynchronously by a robotic arm. The students receive data and a webcam recording of the real world experiment as feedback. We hope to combine the benefits of virtualization and remote controlled labs to overcome most of the typical problems inherent to lab-based learning. The effect on the learning outcome will be evaluated over a period of two years.
以实验室为基础的学习,特别是学生获得实践经验的可能性,是自然与工程教育的要求。我们希望通过创建一个rfid测量室的精确数字孪生体来克服实际实验室的后勤问题。学生将能够直接在虚拟现实中进行不同种类的实验。为了减少纯虚拟体验的缺点,创建了一个由机械臂异步执行的实验过程日志。学生们会收到真实世界实验的数据和网络摄像头记录作为反馈。我们希望将虚拟化和远程控制实验室的优点结合起来,以克服基于实验室的学习所固有的大多数典型问题。对学习结果的影响将在两年的时间内进行评估。
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引用次数: 4
Don’t Panic: Recursive Interactions in a Miniature Metaworld 不要惊慌:迷你元世界中的递归交互
Andrew Bluff, Andrew Johnston
Metaworld is a new recursive interaction paradigm for virtual reality, where a miniature display (or 3D map) of the virtual world is presented to the user as a miniature model that itself lives inside the virtual world. The miniature model is interactive and every action which occurs on the miniature world similarly occurs to the greater virtual world and vice-versa. We implemented the metaworld concept in the virtual reality application MetaCity, a city designing sandbox where users can reach into a miniature model and move the cars and skyscrapers. Design considerations of how to display and interact with the miniature model are presented, and a technical implementation of the miniature world is described. The metaworld concept was informally and playfully tested in the MetaCity which revealed a number of novel interactions that enable the user to navigate quickly through large spaces, re-scale objects in the world and manipulate the very fabric of the world itself. These interactions are discussed within the context of four major categories – Experiential Planning, Interdimensional Transformations, Power of the Gods and Self Manipulation.
元世界是虚拟现实的一种新的递归交互范例,其中虚拟世界的微型显示(或3D地图)作为本身生活在虚拟世界中的微型模型呈现给用户。微型模型是互动的,在微型世界中发生的每一个动作都类似地发生在更大的虚拟世界中,反之亦然。我们在虚拟现实应用程序MetaCity中实现了元世界的概念,这是一个城市设计沙盒,用户可以进入一个微型模型,移动汽车和摩天大楼。提出了如何显示和与微型模型交互的设计考虑,并描述了微型世界的技术实现。MetaCity对元世界概念进行了非正式且有趣的测试,揭示了许多新颖的交互,使用户能够快速浏览大空间,重新缩放世界中的物体并操纵世界本身的结构。这些互动是在四个主要类别的背景下讨论的——体验计划、次元转换、神的力量和自我操纵。
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引用次数: 9
Data Presentation with Haptic Glyphs: A Pilot Study 触觉符号的数据呈现:一项初步研究
S. Yasmin
This paper describes the feasibility of glyph-based data presentation and discusses related research works. Next, on the basis of research findings, a software application has been designed and developed for multivariate data presentation in a multimodal virtual environment (VE). In a multimodal VE that incorporates a number of senses, i.e., visual, auditory, and touch or haptic, data is tangible along with its visual presentation. Variables are represented as haptic glyphs of different shapes, sizes, and other physical properties such as friction. Audio feedback helps further exploration of the data. The result of this pilot study demonstrates that glyphs can be successfully used for presenting multivariate data in a multimodal VE. This glyph-based multimodal presentation makes the information available to the blind and visually impaired (VI) in a semantic-aware environment. A multimodal VE also enriches the experience of the sighted users.
本文阐述了基于符号的数据表示的可行性,并讨论了相关的研究工作。其次,在研究成果的基础上,设计并开发了多模态虚拟环境(VE)中多变量数据表示的软件应用程序。在包含多种感官(即视觉、听觉和触觉)的多模态VE中,数据与其视觉表示一起是有形的。变量表示为不同形状、大小和其他物理性质(如摩擦)的触觉符号。音频反馈有助于进一步探索数据。本初步研究的结果表明,字形可以成功地用于呈现多模态VE中的多变量数据。这种基于符号的多模态表示使盲人和视障人士可以在语义感知的环境中获得信息。多模态VE也丰富了视力正常的用户的体验。
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引用次数: 1
FUROSHIKI: Augmented Reality Media That Conveys Japanese Traditional Culture FUROSHIKI:传达日本传统文化的增强现实媒体
Kei Kobayashi, Kazuma Nagata, Soh Masuko, Junichi Hoshino
Furoshiki is a traditional culture of Japan which has prevailed in its everyday life and is widely used even today. In this paper, we propose a system through which users can be, while getting interested, exposed including to Japanese wrapping culture and attitude of dealing with things with care by augmenting an act to “wrap” with a piece of Japanese traditional furoshiki using the image-recognition technique and the motion-image projection technique.
furroshiki是日本的一种传统文化,在日常生活中盛行,直到今天仍被广泛使用。在本文中,我们提出了一个系统,通过使用图像识别技术和运动图像投影技术,通过增加一个行为来“包裹”一块日本传统的furroshiki,用户可以在感兴趣的同时,接触到日本的包装文化和小心处理事物的态度。
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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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