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HypAR: Situated Mineralogy Exploration in Augmented Reality HypAR:增强现实中的位置矿物学勘探
U. Engelke, Casey Rogers, J. Klump, I. Lau
Hyperspectral imaging, as a fast and cost effective method of mapping the composition of geological materials in context, is a key enabler for scientific discoveries in the geosciences. Being able to do this in-situ in real world context, possibly in real time, would have profound implications for geology and minerals exploration. This work addresses this important issue by developing an augmented reality application called HypAR that enables in-situ, interactive exploration of mineralogy spatially co-located and embedded with rock surfaces. User centred design is deployed to assure the utility and validity of the system. We describe the requirements analysis and design process for HypAR. We present a prototype using the Microsoft HoloLens that was implemented for a rock wall containing a wide range of minerals and materials from significant geological localities of Western Australia. We briefly discuss several use cases for which HypAR and extensions thereof may prove useful to geoscientists and other end users who have to make effective, informed decisions about the mineralogy of rock surfaces.
高光谱成像作为一种快速、低成本的地质物质组成测绘方法,是地球科学科学发现的关键推动因素。如果能够在真实世界的背景下,甚至可能是实时地,就地完成这项工作,将对地质和矿产勘探产生深远的影响。这项工作通过开发一种名为HypAR的增强现实应用程序来解决这一重要问题,该应用程序可以在空间上共同定位并嵌入岩石表面对矿物学进行原位、交互式探索。采用以用户为中心的设计,确保系统的实用性和有效性。我们描述了HypAR的需求分析和设计过程。我们展示了一个使用微软HoloLens的原型,该原型应用于西澳大利亚州重要地质地区的岩石墙壁,其中包含各种矿物和材料。我们简要地讨论了几个用例,在这些用例中,HypAR及其扩展可能对地球科学家和其他最终用户有用,他们必须对岩石表面的矿物学做出有效、明智的决定。
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引用次数: 10
Analysis of VR Sickness and Gait Parameters During Non-Isometric Virtual Walking with Large Translational Gain 大平移增益非等距虚拟行走时VR疾病及步态参数分析
C. A. T. Cortes, Hsiang-Ting Chen, Chin-Teng Lin
The combination of room-scale virtual reality and non-isometric virtual walking techniques is promising-the former provides a comfortable and natural VR experience, while the latter relaxes the constraint of the physical space surrounding the user. In the last few decades, many non-isometric virtual walking techniques have been proposed to enable unconstrained walking without disrupting the sense of presence in the VR environment. Nevertheless, many works reported the occurrence of VR sickness near the detection threshold or after prolonged use. There exists a knowledge gap on the level of VR sickness and gait performance for amplified non-isometric virtual walking at well beyond the detection threshold. This paper presents an experiment with 17 participants that investigated VR sickness and gait parameters during non-isometric virtual walking at large and detectable translational gain levels. The result showed that the translational gain level had a significant effect on the reported sickness score, gait parameters, and center of mass displacements. Surprisingly, participants who did not experience motion sickness symptoms at the end of the experiment adapted to the non-isometric virtual walking well and even showed improved performance at a large gain level of 10x.
房间级虚拟现实与非等距虚拟行走技术的结合是很有前景的,前者提供了舒适自然的VR体验,而后者则放松了用户周围物理空间的约束。在过去的几十年里,人们提出了许多非等距虚拟行走技术,以实现不受约束的行走,而不会破坏虚拟现实环境中的存在感。然而,许多研究报告了在检测阈值附近或长时间使用后VR病的发生。对于放大的非等距虚拟行走,在远远超出检测阈值的情况下,存在VR疾病水平和步态表现的知识缺口。本文提出了一项有17名参与者的实验,研究了在大且可检测的平移增益水平下,非等距虚拟行走期间的VR疾病和步态参数。结果表明,平移增益水平对报告的疾病评分、步态参数和质心位移有显著影响。令人惊讶的是,在实验结束时没有出现晕车症状的参与者很好地适应了非等距虚拟行走,甚至表现出了10倍的提高。
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引用次数: 2
Real-time Virtual Object Insertion for Moving 360° Videos 实时虚拟对象插入移动360°视频
J. Tarko, J. Tompkin, Christian Richardt
We propose an approach for real-time insertion of virtual objects into pre-recorded moving-camera 360° video. First, we reconstruct camera motion and sparse scene content via structure from motion on stitched equirectangular video. Then, to plausibly reproduce real-world lighting conditions for virtual objects, we use inverse tone mapping to recover high dynamic range environment maps which vary spatially along the camera path. We implement our approach into the Unity rendering engine for real-time virtual object insertion via differential rendering, with dynamic lighting, image-based shadowing, and user interaction. This expands the use and flexibility of 360° video for interactive computer graphics and visual effects applications.
我们提出了一种将虚拟物体实时插入预录制的移动摄像机360°视频的方法。首先,从拼接的等矩形视频上的运动出发,通过结构重构摄像机运动和稀疏场景内容。然后,为了合理地再现虚拟物体的真实世界照明条件,我们使用逆色调映射来恢复沿相机路径在空间上变化的高动态范围环境映射。我们将我们的方法实现到Unity渲染引擎中,通过差分渲染,动态照明,基于图像的阴影和用户交互进行实时虚拟对象插入。这扩大了交互式计算机图形和视觉效果应用的360°视频的使用和灵活性。
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引用次数: 10
Relive History: VR time travel at the world heritage site 重温历史:虚拟现实时间旅行在世界遗产
Pongsagon Vichitvejpaisal, Natchaya Porwongsawang, P. Ingpochai
Relive History VR project provides the users with the high detailed 3D scan of the World Heritage site of the Ayutthaya historical park in Thailand. It brings together large scale 3D scanning technology, VR, educational and virtual tourism based experience to help a user experience heritage sites in a new and innovative way. This main contribution of this project is the ability of a user to go back in time to see and experience a particular site and the culture associated with it. The reconstruction of the original structures was modeled based on the studies from historical researchers. The reconstruction model can be shown transparently overlaid on top of the scanned model of the site current state to better compare the architectural detail. Users can interact with the ancient people to complete some given missions and learn the old cultures along the way. We expected that our audiences would enjoy the experience, learn the value of the world heritage site and help to preserve them
重温历史VR项目为用户提供了世界遗产泰国大城府历史公园的高细节3D扫描。它将大规模3D扫描技术、VR、教育和虚拟旅游体验结合在一起,以一种新的创新方式帮助用户体验遗产遗址。这个项目的主要贡献是用户能够回到过去,看到和体验一个特定的地点和与之相关的文化。在历史学者研究的基础上,对原建筑进行了重建。重建模型可以透明地叠加在站点当前状态的扫描模型上,以便更好地比较建筑细节。用户可以与古人互动,完成一些给定的任务,并在此过程中学习古老的文化。我们希望我们的观众能享受这次经历,了解世界遗产的价值,并帮助保护它们
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引用次数: 2
Beyond Reality 超越现实的
Alicia Eames
In virtual reality (VR), a new language of sound design is emerging. As directors grapple to find solutions to some of the inherent problems of telling a story in VR—for instance, the audience's ability to control the field of view—sound designers are playing a new role in subconsciously guiding the audience's attention and consequently, are framing the narrative. However, developing a new language of sound design requires time for creative experimentation, and in direct opposition to this, a typical VR workflow often features compressed project timelines, software difficulties, and budgetary constraints. Turning to VR sound research offers little guidance to sound designers, where decades of research has focused on high fidelity and realistic sound representation in the name of presence and uninterrupted immersion [McRoberts, 2018], largely ignoring the potential contribution of cinematic sound design practices that use creative sound to guide an audience's emotion. Angela McArthur, Rebecca Stewart, and Mark Sandler go as far as to argue that unrealistic and creative sound design may be crucial for an audience's emotional engagement in virtual reality [McArthur et al., 2017]. To make a contribution towards the new language of sound for VR, and with reference to the literature, this practice-led research explores cinematic sound practices and principles within 360-film through the production of a 5-minute 360-film entitled Afraid of the Dark. The research is supported by a contextual survey including unpublished interviews with the sound designers of three 360-films that had the budget and time to experiment with cinematic sound practices - namely, “Under the Canopy” with sound design by Joel Douek, “My Africa” with sound design by Roland Heap, and Emmy award-winning “Collisions” with sound design by Oscar-nominated Tom Myers from Skywalker Sound. Additional insights are included from an unpublished interview with an experienced team of 360-film sound designers from “Cutting Edge” in Brisbane Australia – Mike Lange, Michael Thomas and Heath Plumb. The findings detail the benefits of thinking about sound from the beginning of pre-production, the practical considerations of on-set sound recording, and differing approaches to realistic representation and creative design for documentary in the sound studio. Additionally, the research contributes a low-budget workflow for creating spatial sound for 360-film as well as a template for an ambisonic location sound report.
在虚拟现实(VR)中,一种新的声音设计语言正在出现。当导演努力寻找解决vr故事中一些固有问题的方法时——例如,观众控制视野的能力——声音设计师在潜意识地引导观众的注意力,从而构建叙事中扮演着新的角色。然而,开发一种新的声音设计语言需要时间进行创造性实验,与此相反,典型的VR工作流程通常具有压缩的项目时间表,软件困难和预算限制。转向VR声音研究并不能为声音设计师提供多少指导,因为数十年来的研究都集中在高保真度和逼真的声音表现上,以存在和不受干扰的沉浸感为名义[McRoberts, 2018],很大程度上忽略了电影声音设计实践的潜在贡献,即使用创造性声音来引导观众的情感。Angela McArthur, Rebecca Stewart和Mark Sandler甚至认为,不现实和创造性的声音设计可能对用户在虚拟现实中的情感参与至关重要[McArthur等人,2017]。为了为VR的新声音语言做出贡献,并参考文献,这项以实践为主导的研究通过制作一部名为《害怕黑暗》的5分钟360电影,探索了360电影中的电影声音实践和原则。这项研究得到了一项背景调查的支持,其中包括对三部360度电影音效设计师的未发表采访,这些电影有预算和时间来试验电影音效实践——即,乔尔·杜克(Joel Douek)的声音设计《树荫下》(Under The Canopy),罗兰·希普(Roland Heap)的声音设计《我的非洲》(My Africa),以及获得艾美奖的《碰撞》(Collisions),音效设计来自天行者音效公司(Skywalker sound)的奥斯卡提名汤姆·迈尔斯(Tom Myers)。本文还采访了来自澳大利亚布里斯班的一个经验丰富的360电影音效设计师团队,他们是Mike Lange, Michael Thomas和Heath Plumb。研究结果详细说明了从前期制作开始就考虑声音的好处,现场录音的实际考虑,以及在录音棚中对纪录片的现实表现和创意设计的不同方法。此外,该研究还为360度电影的空间声音制作提供了低成本的工作流程,并为双声位置声音报告提供了模板。
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引用次数: 2
Immersive Analytics using Augmented Reality for Computational Fluid Dynamics Simulations 沉浸式分析使用增强现实计算流体动力学模拟
T. Bednarz, Michael Tobia, Huyen Nguyen, D. Branchaud
This project aimed to employ multi-sensory visual analytics to a Computational Fluid Dynamics (CFD) dataset using augmented and mixed reality interfaces. Initial application was developed for a Hololens which allows users to interact with the CFD data using gestures, enabling control over the position, rotation and scale of the data, sampling, as well as voice commands that provide a range of functionalities such as changing a parameter or render a different view. This project leads to a more engaging and immersive experience of data analysis, generalised for CFD simulations. The application is also able to explore CFD datasets in fully collaborative ways, allowing engineers, scientists, and end-users to understand the underlying physics and behaviour of fluid flows together.
该项目旨在使用增强和混合现实界面,对计算流体动力学(CFD)数据集采用多感官视觉分析。最初的应用程序是为Hololens开发的,它允许用户使用手势与CFD数据进行交互,从而控制数据的位置、旋转和比例、采样,以及提供一系列功能的语音命令,例如改变参数或呈现不同的视图。该项目将为CFD模拟提供更具吸引力和身临其境的数据分析体验。该应用程序还能够以完全协作的方式探索CFD数据集,使工程师、科学家和最终用户能够共同了解流体流动的基本物理和行为。
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引用次数: 1
Optimizing Augmented Reality Outcomes in a Gamified Place Experience Application through Design Science Research 通过设计科学研究优化游戏化场所体验应用中的增强现实结果
Nikolche Vasilevski, James R. Birt
Nearly ubiquitous smartphone use invites research and development of augmented reality experiences promoting knowledge and understanding. However, there is a lack of design science research dissemination about developing these solutions. This paper adds to the information systems body of knowledge by presenting the second iteration of Design Science Research Methodology artefact and the process of its development in the form of a gamified place experience application about indigenous art, focusing on the optimization of AR integration and user interface enhancements. In testing the usability, we illustrate how the application was optimized for successful outcomes. The qualitative analysis results revealed the high level of usability of the mobile application leading to further testing of efficacy in creating Sense of Place where the art is curated and displayed.
几乎无处不在的智能手机的使用促使增强现实体验的研究和开发,以促进知识和理解。然而,关于这些解决方案的开发,缺乏设计科学的研究传播。本文通过介绍设计科学研究方法论的第二次迭代及其以土著艺术的游戏化场所体验应用形式的开发过程,增加了信息系统的知识体系,重点是AR集成的优化和用户界面的增强。在测试可用性时,我们将说明如何优化应用程序以获得成功的结果。定性分析结果显示,移动应用程序的高水平可用性导致进一步测试在创造艺术策划和展示的地方感方面的功效。
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引用次数: 1
The Impact of Remote User’s Role in a Mixed Reality Mixed Presence System 远程用户角色在混合现实混合呈现系统中的影响
Mitchell Norman, Gun A. Lee, Ross T. Smith, M. Billinghurst
Research has shown that Mixed Presence (MP) systems are a valuable collaboration tool. However current research into MP systems is limited to a handful of tabletop and Virtual Reality (VR) systems with no exploration of Head-Mounted Display (HMD) based Mixed Reality (MR) solutions. In this paper, we present a prototype HMD based MR Mixed Presence system we designed and developed. We conducted a user study to investigate how different role assignment affects coordination and engagement in a group task with two local users using MR HMDs, and one remote user with a desktop-based Augmented Reality (AR) interface. The results indicated that the role of coordinator significantly increased the remote user’s engagement with increased usage of visual communication cues. This is further supported by the mental effort and perceived dominance reported by users. Feedback from users also indicated visual communication cues are valuable for remote users in MP systems.
研究表明,混合存在(MP)系统是一种有价值的协作工具。然而,目前对MP系统的研究仅限于少数桌面和虚拟现实(VR)系统,而没有探索基于头戴式显示器(HMD)的混合现实(MR)解决方案。在本文中,我们提出了一个我们设计和开发的基于HMD的MR混合存在系统原型。我们进行了一项用户研究,以调查不同的角色分配如何影响小组任务中的协调和参与,其中两个本地用户使用MR头显,一个远程用户使用基于桌面的增强现实(AR)界面。结果表明,随着视觉沟通线索的使用增加,协调者角色显著提高了远程用户的参与程度。用户报告的精神努力和感知支配地位进一步支持了这一点。用户的反馈还表明,视觉交流线索对远程用户在MP系统中是有价值的。
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引用次数: 18
Combination of Mechanical and Electrical Stimulation for an Intense and Realistic Tactile Sensation 机械和电刺激相结合的强烈和真实的触觉感觉
R. Mizuhara, Akifumi Takahashi, H. Kajimoto
Naturalistic tactile sensations can be elicited by mechanical stimuli because mechanical stimulations reproduce natural physical phenomena. However, a mechanical stimulation that is too strong may cause injury. Although electrical stimulation can elicit strong tactile sensations without damaging the skin, it is inferior in terms of naturalness. We propose and validate a haptic method for presenting naturalistic and intense sensations by combining electrical and mechanical stimulation. We validate the proposed method by verifying whether both enhancement of the subjective strength of mechanical stimulation through electrical stimulation and elimination of the bizarre sensation of electrical stimulation through mechanical stimulation can be achieved. We find that the proposed method increases subjective intensity by 25% on average across participants compared with mechanical stimulus alone and decreases the bizarre sensation compared with the presentation of the electrical stimulus alone. The method can be used to enhance the experience of virtual-reality content but has room for improvement especially in terms of intensity enhancement.
机械刺激可以引起自然的触觉,因为机械刺激再现了自然的物理现象。然而,过于强烈的机械刺激可能会造成伤害。虽然电刺激可以在不损伤皮肤的情况下引起强烈的触觉,但就自然度而言,它是次等的。我们提出并验证了一种结合电刺激和机械刺激来呈现自然和强烈感觉的触觉方法。我们通过验证是否可以通过电刺激增强机械刺激的主观强度和通过机械刺激消除电刺激的奇异感觉来验证所提出的方法。我们发现,与单独的机械刺激相比,所提出的方法使参与者的主观强度平均提高了25%,与单独的电刺激相比,这种方法减少了奇怪的感觉。该方法可用于增强虚拟现实内容的体验,但在强度增强方面仍有改进的余地。
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引用次数: 4
Mixing realities for sketch retrieval in Virtual Reality 虚拟现实中素描检索的混合现实
D. Giunchi, Stuart James, Donald Degraen, A. Steed
Users within a Virtual Environment often need support designing the environment around them with the need to find relevant content while remaining immersed. We focus on the familiar sketch-based interaction to support the process of content placing and specifically investigate how interactions from a tablet or desktop translate into the virtual environment. To understand sketching interaction within a virtual environment, we compare different methods of sketch interaction, i.e., 3D mid-air sketching, 2D sketching on a virtual tablet, 2D sketching on a fixed virtual whiteboard, and 2D sketching on a real tablet. The user remains immersed within the environment and queries a database containing detailed 3D models and replace them into the virtual environment. Our results show that 3D mid-air sketching is considered to be a more intuitive method to search a collection of models; while the addition of physical devices creates confusion due to the complications of their inclusion within a virtual environment. While we pose our work as a retrieval problem for 3D models of chairs, our results are extendable to other sketching tasks for virtual environments.
虚拟环境中的用户通常需要在他们周围设计环境的支持,以便在沉浸其中的同时找到相关内容。我们专注于熟悉的基于草图的交互,以支持内容放置的过程,并特别研究来自平板电脑或桌面的交互如何转化为虚拟环境。为了理解虚拟环境中的素描交互,我们比较了不同的素描交互方法,即3D半空中素描、2D虚拟平板上素描、2D固定虚拟白板上素描和2D真实平板上素描。用户仍然沉浸在环境中,查询包含详细3D模型的数据库,并将它们替换到虚拟环境中。我们的研究结果表明,三维空中草图被认为是一种更直观的方法来搜索模型集合;而物理设备的添加由于在虚拟环境中包含它们的复杂性而造成混乱。虽然我们将我们的工作作为椅子3D模型的检索问题,但我们的结果可扩展到虚拟环境的其他素描任务。
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引用次数: 14
期刊
Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry
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