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An Evaluation of Navigational Ability Comparing Redirected Free Exploration with Distractors to Walking-in-Place and Joystick Locomotion Interfaces. 带干扰物的定向自由探索与原地行走和操纵杆运动界面的导航能力评价。
Pub Date : 2011-03-19 DOI: 10.1109/VR.2011.5759437
Tabitha C Peck, Henry Fuchs, Mary C Whitton

We report on a user study evaluating Redirected Free Exploration with Distractors (RFED), a large-scale, real-walking, locomotion interface, by comparing it to Walking-in-Place (WIP) and Joystick (JS), two common locomotion interfaces. The between-subjects study compared navigation ability in RFED, WIP, and JS interfaces in VEs that are more than two times the dimensions of the tracked space. The interfaces were evaluated based on navigation and wayfinding metrics and results suggest that participants using RFED were significantly better at navigating and wayfinding through virtual mazes than participants using walking-in-place and joystick interfaces. Participants traveled shorter distances, made fewer wrong turns, pointed to hidden targets more accurately and more quickly, and were able to place and label targets on maps more accurately. Moreover, RFED participants were able to more accurately estimate VE size.

我们报告了一项用户研究,通过比较原地行走(WIP)和操纵杆(JS)这两种常见的运动界面,评估了大规模、真实行走的运动界面——重定向自由探索(RFED)。受试者之间的研究比较了在超过跟踪空间两倍维度的ve中RFED、WIP和JS接口的导航能力。基于导航和寻路指标对界面进行了评估,结果表明使用RFED的参与者在通过虚拟迷宫的导航和寻路方面明显优于使用原地行走和操纵杆界面的参与者。参与者走的距离更短,拐错的弯更少,更准确、更快地指向隐藏的目标,能够更准确地在地图上定位和标记目标。此外,RFED参与者能够更准确地估计VE大小。
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引用次数: 103
Conformal Visualization for Partially-Immersive Platforms. 面向部分沉浸式平台的保形可视化。
Pub Date : 2011-01-01 DOI: 10.1109/VR.2011.5759453
Kaloian Petkov, Charilaos Papadopoulos, Min Zhang, Arie E Kaufman, Xianfeng Gu

Current immersive VR systems such as the CAVE provide an effective platform for the immersive exploration of large 3D data. A major limitation is that in most cases at least one display surface is missing due to space, access or cost constraints. This partially-immersive visualization results in a substantial loss of visual information that may be acceptable for some applications, however it becomes a major obstacle for critical tasks, such as the analysis of medical data. We propose a conformal deformation rendering pipeline for the visualization of datasets on partially-immersive platforms. The angle-preserving conformal mapping approach is used to map the 360°3D view volume to arbitrary display configurations. It has the desirable property of preserving shapes under distortion, which is important for identifying features, especially in medical data. The conformal mapping is used for rasterization, realtime raytracing and volume rendering of the datasets. Since the technique is applied during the rendering, we can construct stereoscopic images from the data, which is usually not true for image-based distortion approaches. We demonstrate the stereo conformal mapping rendering pipeline in the partially-immersive 5-wall Immersive Cabin (IC) for virtual colonoscopy and architectural review.

目前的沉浸式VR系统,如CAVE,为沉浸式探索大型3D数据提供了一个有效的平台。一个主要的限制是,在大多数情况下,由于空间、访问或成本限制,至少有一个显示表面缺失。这种部分沉浸式可视化导致大量视觉信息的丢失,这对于某些应用程序来说可能是可以接受的,但是它成为关键任务(例如医疗数据分析)的主要障碍。我们提出了一种保形变形渲染管道,用于部分沉浸式平台上数据集的可视化。采用保角保角映射方法将360°三维视图体映射到任意显示构型。它具有在失真情况下保持形状的理想特性,这对于识别特征,特别是在医疗数据中是重要的。保角映射用于栅格化、实时光线跟踪和数据集的体绘制。由于该技术是在渲染过程中应用的,我们可以从数据中构建立体图像,这对于基于图像的失真方法通常是不成立的。我们在部分沉浸式五壁沉浸式小屋(IC)中演示了用于虚拟结肠镜检查和建筑审查的立体保形映射渲染管道。
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引用次数: 3
Improved Redirection with Distractors: A Large-Scale-Real-Walking Locomotion Interface and its Effect on Navigation in Virtual Environments. 带有干扰物的改进型重定向:虚拟环境中大规模真实行走运动接口及其对导航的影响。
Pub Date : 2010-03-01 DOI: 10.1109/VR.2010.5444816
Tabitha C Peck, Henry Fuchs, Mary C Whitton

Users in virtual environments often find navigation more difficult than in the real world. Our new locomotion interface, Improved Redirection with Distractors (IRD), enables users to walk in larger-than-tracked space VEs without predefined waypoints. We compared IRD to the current best interface, really walking, by conducting a user study measuring navigational ability. Our results show that IRD users can really walk through VEs that are larger than the tracked space and can point to targets and complete maps of VEs no worse than when really walking.

虚拟环境中的用户通常会发现导航比在现实世界中更困难。我们的新运动界面,改进的重定向与干扰(IRD),使用户能够在没有预定义路径点的情况下在比跟踪空间大的空间中行走。我们比较了IRD和目前最好的界面,真正的行走,通过进行用户研究测量导航能力。我们的研究结果表明,IRD用户可以真正走过大于跟踪空间的ve,并且可以指向目标和完整的ve地图,并不比真正行走时差。
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引用次数: 81
GUD WIP: Gait-Understanding-Driven Walking-In-Place. gwip:步态理解驱动的原地行走。
Pub Date : 2010-03-01 DOI: 10.1109/VR.2010.5444812
Jeremy D Wendt, Mary C Whitton, Frederick P Brooks

Many Virtual Environments require walking interfaces to explore virtual worlds much larger than available real-world tracked space. We present a model for generating virtual locomotion speeds from Walking-In-Place (WIP) inputs based on walking biomechanics. By employing gait principles, our model - called Gait-Understanding-Driven Walking-In-Place (GUD WIP) - creates output speeds which better match those evident in Real Walking, and which better respond to variations in step frequency, including realistic starting and stopping. The speeds output by our implementation demonstrate considerably less within-step fluctuation than a good current WIP system - Low-Latency, Continuous-Motion (LLCM) WIP - while still remaining responsive to changes in user input. We compared resulting speeds from Real Walking, GUD WIP, and LLCM-WIP via user study: The average output speeds for Real Walking and GUD WIP respond consistently with changing step frequency - LLCM-WIP is far less consistent. GUD WIP produces output speeds that are more locally consistent (smooth) and step-frequency-to-walk-speed consistent than LLCM-WIP.

许多虚拟环境需要行走接口来探索比现实世界更大的虚拟世界。我们提出了一个基于步行生物力学的从原地行走(WIP)输入生成虚拟运动速度的模型。通过采用步态原理,我们的模型-称为步态理解驱动的原地行走(GUD WIP) -创建的输出速度更好地匹配真实行走中明显的速度,并且更好地响应步进频率的变化,包括现实的启动和停止。我们实现的速度输出显示出比当前良好的WIP系统(低延迟,连续运动(LLCM) WIP)的步内波动要小得多,同时仍然对用户输入的变化保持响应。通过用户研究,我们比较了Real Walking、GUD WIP和LLCM-WIP的输出速度:Real Walking和GUD WIP的平均输出速度随着步进频率的变化而保持一致,而LLCM-WIP则不那么一致。与LLCM-WIP相比,GUD WIP产生的输出速度在局部更一致(平滑),步进频率-步进速度更一致。
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引用次数: 136
Relating Scene-Motion Thresholds to Latency Thresholds for Head-Mounted Displays. 将场景运动阈值与头戴式显示器的延迟阈值相关联。
Pub Date : 2009-01-01 DOI: 10.1109/VR.2009.4811025
Jason Jerald, Mary Whitton

As users of head-tracked head-mounted display systems move their heads, latency causes unnatural scene motion. We 1) analyzed scene motion due to latency and head motion, 2) developed a mathematical model relating latency, head motion, scene motion, and perception thresholds, 3) developed procedures to determine perceptual thresholds of scene-velocity and latency without the need for a head-mounted display or a low-latency system, and 4), for six subjects under a specific set of conditions, we measured scene-velocity and latency thresholds, and compared the relationship between these thresholds. Resulting PSEs and JNDs of latency thresholds are in the same range of Ellis and Adelstein. The results are a step toward enabling scientists and engineers to determine latency requirements before building immersive virtual environments using head-mounted display systems.

当头戴式显示系统的用户移动他们的头部时,延迟会导致不自然的场景运动。我们1)分析了由延迟和头部运动引起的场景运动,2)建立了一个关于延迟、头部运动、场景运动和感知阈值的数学模型,3)开发了确定场景速度和延迟的感知阈值的程序,而不需要头戴式显示器或低延迟系统,4)在特定条件下,我们测量了6个受试者的场景速度和延迟阈值,并比较了这些阈值之间的关系。得到的延迟阈值的pse和JNDs在Ellis和Adelstein的相同范围内。这一结果使科学家和工程师能够在使用头戴式显示系统构建沉浸式虚拟环境之前确定延迟需求。
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引用次数: 49
期刊
Proceedings. IEEE Virtual Reality Conference
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