增强现实应用中物理空间中多个虚拟对象的放置

M. V. Alpatova, Yuri V. Rudyak
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引用次数: 0

摘要

介绍。在现实世界环境中放置虚拟物体的挑战限制了增强现实(AR)技术的潜力。这种情况表明,科学知识存在缺口,需要进一步的研究。因此,本研究的主要任务是开发一种以舒适为目标函数的虚拟物体的最佳放置方法。该方法旨在改进增强现实系统并发展相应的理论。材料与方法。所进行的研究是基于对AR/VR应用中虚拟物体放置的分析,并特别强调优化。考虑了物体的大小和在X、Y、Z坐标上到自由空间边界的距离,提出了放置舒适性的概念。作为研究的一部分,获得了具有任意舒适功能的物体的最佳放置公式。基本标准是尽量减少物体不同侧面的舒适度差异。研究发现,要想成功地放置物体,需要考虑到它们的大小和舒适区,还要解决一个n个线性方程组。讨论与结论。所得结果对AR/VR/MR中虚拟物体的放置问题的研究有重要贡献。它们为改进用户交互和在空间计算领域进行进一步研究开辟了新的机会。进一步发展的可能方向是动态调整并将结果集成到各种XR场景中。
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Placement of Multiple Virtual Objects in Physical Space in Augmented Reality Applications
Introduction. The challenges of placing virtual objects in a real-world environment limit the potential of augmented reality (AR) technology. This situation identifies a gap in scientific knowledge that requires additional research. Therefore, the main task of this study was to develop a method for optimal placement of virtual objects, in which the objective function of comfort was minimized. This approach is aimed at improving AR systems and developing the corresponding theory.Materials and Methods. The conducted research was based on the analysis of the placement of virtual objects in AR/VR applications with particular emphasis on optimization. The concept of comfort of placement was proposed, taking into account the size of the object and the distance to the boundaries of free space in X, Y, Z coordinates.Results. As part of the study, formulas were obtained for the optimal placement of objects with an arbitrary comfort function. The basic criterion was to minimize the difference between comfort levels from different sides of the object. It was found that a successful placement of objects required taking into account their size and comfort zones, as well as solving a system of n linear equations.Discussion and Conclusion. The results obtained make an important contribution to the study of the problem of placing virtual objects in AR/VR/MR. They open up new opportunities for improving user interaction and conducting further research in the field of spatial computing. Possible directions for further development are dynamic adjustments and integration of the results into various XR scenarios.
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