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Comparing and Contrasting Near-Field, Object Space, and a Novel Hybrid Interaction Technique for Distant Object Manipulation in VR 比较和对比近场、物体空间和新型混合交互技术在虚拟现实中对远距离物体的操作
Pub Date : 2024-02-21 DOI: 10.3390/virtualworlds3010005
Wei-An Hsieh, Hsin-Yi Chien, David Brickler, Sabarish V. Babu, Jung-Hong Chuang
In this contribution, we propose a hybrid interaction technique that integrates near-field and object-space interaction techniques for manipulating objects at a distance in virtual reality (VR). The objective of the hybrid interaction technique was to seamlessly leverage the strengths of both the near-field and object-space manipulation techniques. We employed bimanual near-field metaphor with scaled replica (BMSR) as our near-field interaction technique, which enabled us to perform multilevel degrees-of-freedom (DoF) separation transformations, such as 1~3DoF translation, 1~3DoF uniform and anchored scaling, 1DoF and 3DoF rotation, and 6DoF simultaneous translation and rotation, with enhanced depth perception and fine motor control provided by near-field manipulation techniques. The object-space interaction technique we utilized was the classic Scaled HOMER, which is known to be effective and appropriate for coarse transformations in distant object manipulation. In a repeated measures within-subjects evaluation, we empirically evaluated the three interaction techniques for their accuracy, efficiency, and economy of movement in pick-and-place, docking, and tunneling tasks in VR. Our findings revealed that the near-field BMSR technique outperformed the object space Scaled HOMER technique in terms of accuracy and economy of movement, but the participants performed more slowly overall with BMSR. Additionally, our results revealed that the participants preferred to use the hybrid interaction technique, as it allowed them to switch and transition seamlessly between the constituent BMSR and Scaled HOMER interaction techniques, depending on the level of accuracy, precision and efficiency required.
在这篇论文中,我们提出了一种混合交互技术,它整合了近场和物体空间交互技术,用于在虚拟现实(VR)中远距离操控物体。混合交互技术的目标是无缝利用近场和物体空间操作技术的优势。我们采用双臂近场隐喻与缩放复制(BMSR)作为我们的近场交互技术,这使我们能够执行多级自由度(DoF)分离变换,如1~3DoF平移、1~3DoF均匀和锚定缩放、1DoF和3DoF旋转以及6DoF同步平移和旋转,并通过近场操纵技术提供增强的深度知觉和精细运动控制。我们采用的物体空间交互技术是经典的缩放 HOMER,众所周知,该技术对于远距离物体操作中的粗略变换非常有效和合适。在主体内重复测量评估中,我们对三种交互技术的准确性、效率和经济性进行了实证评估,包括在 VR 中的拾放、对接和隧道任务中的移动。我们的研究结果表明,近场 BMSR 技术在准确性和运动经济性方面优于物体空间缩放 HOMER 技术,但总体而言,参与者在使用 BMSR 技术时的表现更为缓慢。此外,我们的研究结果表明,参与者更喜欢使用混合交互技术,因为这种技术允许他们根据所需的准确度、精确度和效率水平,在 BMSR 和 Scaled HOMER 交互技术之间无缝切换和转换。
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引用次数: 0
Speech Intelligibility versus Congruency: User Preferences of the Acoustics of Virtual Reality Game Spaces 语音清晰度与一致性:用户对虚拟现实游戏空间声学效果的偏好
Pub Date : 2024-01-19 DOI: 10.3390/virtualworlds3010003
Constantin Popp, Damian T. Murphy
3D audio spatializers for Virtual Reality (VR) can use the acoustic properties of the surfaces of a visualised game space to calculate a matching reverb. However, this approach could lead to reverbs that impair the tasks performed in such a space, such as listening to speech-based audio. Sound designers would then have to alter the room’s acoustic properties independently of its visualisation to improve speech intelligibility, causing audio-visual incongruency. As user expectation of simulated room acoustics regarding speech intelligibility in VR has not been studied, this study asked participants to rate the congruency of reverbs and their visualisations in 6-DoF VR while listening to speech-based audio. The participants compared unaltered, matching reverbs with sound-designed, mismatching reverbs. The latter feature improved D50s and reduced RT60s at the cost of lower audio-visual congruency. Results suggest participants preferred improved reverbs only when the unaltered reverbs had comparatively low D50s or excessive ringing. Otherwise, too dry or too reverberant reverbs were disliked. The range of expected RT60s depended on the surface visualisation. Differences in timbre between the reverbs may not affect preferences as strongly as shorter RT60s. Therefore, sound designers can intervene and prioritise speech intelligibility over audio-visual congruency in acoustically challenging game spaces.
虚拟现实(VR)的三维音频空间处理器可以利用可视化游戏空间表面的声学特性来计算匹配的混响。然而,这种方法可能会导致混响影响在这种空间中执行的任务,例如聆听语音音频。这样,声音设计师就必须在可视化的基础上改变房间的声学特性,以提高语音清晰度,从而造成视听不协调。由于尚未研究过用户对模拟房间声学在 VR 中语音清晰度的期望,本研究要求参与者在聆听语音音频的同时,对 6-DoF VR 中的混响及其视觉效果的一致性进行评分。参与者将未经改动的匹配混响与声音设计的不匹配混响进行了比较。后者以较低的视听一致性为代价,提高了 D50s,降低了 RT60s。结果表明,只有当未经改良的混响具有相对较低的 D50 或过度振铃时,参与者才会更喜欢改良后的混响。否则,过于干燥或过于混响的混响效果会让人反感。预期 RT60s 的范围取决于表面视觉效果。不同混响效果之间的音色差异可能不会像较短的 RT60 那样强烈地影响人们的偏好。因此,声音设计师可以进行干预,在具有声学挑战的游戏空间中优先考虑语音清晰度,而不是视听一致性。
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引用次数: 0
Evaluating the Effect of Outfit on Personality Perception in Virtual Characters 评估服装对虚拟人物性格感知的影响
Pub Date : 2024-01-04 DOI: 10.3390/virtualworlds3010002
Yanbo Cheng, Yingying Wang
Designing virtual characters that are capable of reflecting a sense of personality is a key goal in research and applications in virtual reality and computer graphics. More and more research efforts are dedicated to investigating approaches to construct a diverse, equitable, and inclusive metaverse by infusing expressive personalities and styles into virtual avatars. While most previous work focused on exploring variations in virtual characters’ dynamic behaviors, characters’ visual appearance plays a crucial role in affecting their perceived personalities. This paper presents a series of experiments evaluating the effect of virtual characters’ outfits on their perceived personality. Based on the related psychology research conducted in the real world, we determined a set of outfit factors likely to reflect personality in virtual characters: color, design, and type. As a framework for our study, we used the “Big Five” personality model for evaluating personality traits. To test our hypothesis, we conducted three perceptual experiments to evaluate the outfit parameters’ contributions to the characters’ personality. In our first experiment, we studied the color factor by varying color hue, saturation, and value; in the second experiment, we evaluated the impact of different neckline, waistline, and sleeve designs; and in our third experiment, we examined the personality perception of five outfit types: professional, casual, fashionable, outdoor, and indoor. Significant results offer guidance to avatar designers on how to create virtual characters with specific personality profiles. We further conducted a verification test to extend the application of our findings to animated virtual characters in augmented reality (AR) and virtual reality (VR) settings. Results confirmed that our findings can be broadly applied to both static and animated virtual characters in VR and AR environments that are commonly used in games, entertainment, and social networking scenarios.
设计能够体现个性的虚拟人物是虚拟现实和计算机图形学研究与应用的一个重要目标。越来越多的研究工作致力于探索如何通过在虚拟化身中注入富有表现力的个性和风格来构建一个多样化、公平和包容的元宇宙。以往的研究大多侧重于探索虚拟角色动态行为的变化,而角色的视觉外观在影响其感知个性方面起着至关重要的作用。本文通过一系列实验,评估了虚拟人物的服装对其感知个性的影响。基于在现实世界中开展的相关心理学研究,我们确定了一组可能反映虚拟角色个性的服饰因素:颜色、设计和类型。作为研究框架,我们使用了 "大五 "人格模型来评估人格特质。为了验证我们的假设,我们进行了三个感知实验来评估服装参数对角色个性的贡献。在第一个实验中,我们通过改变颜色的色调、饱和度和数值研究了颜色因素;在第二个实验中,我们评估了不同领口、腰线和袖子设计的影响;在第三个实验中,我们研究了职业、休闲、时尚、户外和室内五种服装类型的个性感知。这些重要结果为虚拟化身设计者提供了指导,帮助他们创建具有特定个性特征的虚拟角色。我们还进一步进行了验证测试,以便将我们的研究结果扩展应用到增强现实(AR)和虚拟现实(VR)环境中的动画虚拟角色。结果证实,我们的发现可广泛应用于游戏、娱乐和社交网络场景中常用的 VR 和 AR 环境中的静态和动画虚拟角色。
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引用次数: 0
Physics-Based Watercraft Simulator in Virtual Reality 基于物理原理的虚拟现实水上模拟器
Pub Date : 2023-12-14 DOI: 10.3390/virtualworlds2040024
Kelly B. Ervin, Jonathan Boone, Karl Smink, Gaurav Savant, Keith Martin, Spicer Bak, Shyla Clark
In this paper, watercraft and ship simulation is summarized, and the way that it can be extended through realistic physics is explored. A hydrodynamic, data-driven, immersive watercraft simulation experience is also introduced, using the Unreal Engine to visualize a Landing Craft Utility (LCU) operation and interaction with near-shore waves in virtual reality (VR). The VR application provides navigation scientists with a better understanding of how coastal waves impact landing operations and channel design. FUNWAVE data generated on the supercomputing resources at the U.S. Army Corps of Engineers (USACE) Engineering Research and Development Center (ERDC) are employed, and using these data, a graphical representation of the domain is created, including the vessel model and a customizable VR bridge to control the vessel within the virtual environment. Several dimension reduction methods are being devised to ensure that the FUNWAVE data can inform the model but keep the application running in real time at an acceptable frame rate for the VR headset. By importing millions of data points output from the FUNWAVE version 3.4 software into Unreal Engine, virtual vessels can be affected by physics-driven data.
本文对水上船只和船舶模拟进行了总结,并探讨了通过现实物理学扩展模拟的方法。本文还介绍了一种水动力、数据驱动、沉浸式的水上船只模拟体验,使用虚幻引擎在虚拟现实(VR)中可视化登陆艇(LCU)的操作以及与近岸波浪的互动。VR 应用使导航科学家能够更好地了解海岸波浪如何影响登陆作战和航道设计。美国陆军工程兵部队(USACE)工程研发中心(ERDC)的超级计算资源生成了 FUNWAVE 数据,利用这些数据,创建了该领域的图形表示法,包括船只模型和可定制的 VR 桥,以便在虚拟环境中控制船只。目前正在设计几种降维方法,以确保 FUNWAVE 数据既能为模型提供信息,又能使应用程序以 VR 头显可接受的帧速率实时运行。通过将 FUNWAVE 3.4 版软件输出的数百万个数据点导入虚幻引擎,虚拟船只可以受到物理驱动数据的影响。
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引用次数: 0
Integration of Immersive Approaches for Collaborative Processes with Building Information Modeling (BIM) Methodology for the AEC Industry: An Analysis of the Current State and Future Challenges 将用于协作过程的沉浸式方法与建筑信息模型 (BIM) 方法相结合,用于 AEC 行业:现状与未来挑战分析
Pub Date : 2023-11-15 DOI: 10.3390/virtualworlds2040022
Simone Balin, C. Bolognesi, P. Borin
This study aims to identify and analyze existing gaps in the integration of immersive approaches for collaborative processes with Building Information Modeling (BIM) in the Architecture, Engineering, and Construction (AEC) sector. Using a systematic approach that includes metadata analysis and review procedures, we have formulated specific research questions aimed at guiding future investigations into these gaps. Additionally, the analysis generates insights that could guide future research directions and improvements in the field. The methodology involves a comprehensive review of the literature, focusing on the interaction between immersiveness, BIM methodology, and collaborative processes. Data from 2010 to 2023 have been analyzed to ensure relevance and completeness. Our findings reveal current limitations in the field, such as the need for fully integrated prototypes and the execution of empirical studies to clarify operational processes. These limitations serve as the basis for our research questions. The study offers actionable insights that could guide future research and improvements in the AEC sector, particularly in the adoption of immersive technologies. The research underscores the urgency of addressing these challenges to facilitate ongoing development and greater adoption of immersive technologies in the AEC sector.
本研究旨在确定和分析在建筑、工程和施工(AEC)领域将沉浸式方法与建筑信息建模(BIM)协作流程整合方面的现有差距。我们采用一种包括元数据分析和审查程序在内的系统方法,制定了具体的研究问题,旨在指导未来对这些差距的调查。此外,分析得出的见解可指导该领域未来的研究方向和改进工作。研究方法包括对文献进行全面回顾,重点关注沉浸感、BIM 方法和协作流程之间的相互作用。我们分析了 2010 年至 2023 年的数据,以确保数据的相关性和完整性。我们的研究结果揭示了该领域目前存在的局限性,例如需要完全集成的原型和开展实证研究以明确操作流程。这些局限性是我们提出研究问题的基础。这项研究提供了可操作的见解,可以指导未来在 AEC 领域的研究和改进,特别是在采用身临其境技术方面。这项研究强调了应对这些挑战的紧迫性,以促进身临其境技术在 AEC 行业的持续发展和更广泛应用。
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引用次数: 0
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