首页 > 最新文献

2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)最新文献

英文 中文
Spatial Asynchronous Visuo-Tactile Stimuli Influence Ownership of Virtual Wings 空间异步视触觉刺激对虚拟翅膀所有权的影响
Pub Date : 2018-10-24 DOI: 10.1109/VR.2018.8446569
Anastassia Andreasen, N. C. Nilsson, S. Serafin
This poster describes a within-subject study of the virtual body ownership (VBO) illusion using anatomically similar but morphologically different body of a virtual bat. Participants experienced visuo-tactile stimulation of their arms while seeing an object touching the wing of the bat. The mapping between the real and the virtual touch points varied across three conditions: no spatial deviation between visual and tactile input, 50% deviation, and 70% deviation. The results suggest that the degree of experienced VBO varies across the conditions. The illusion was broken in the absence of visuo-tactile stimuli.
这张海报描述了一个关于虚拟身体所有权(VBO)幻觉的主题内研究,使用解剖学上相似但形态上不同的虚拟蝙蝠的身体。参与者在看到物体接触蝙蝠的翅膀时,会感受到手臂的视觉触觉刺激。真实和虚拟触摸点之间的映射在三种情况下发生变化:视觉和触觉输入之间没有空间偏差,偏差50%和偏差70%。结果表明,经历VBO的程度在不同的条件下有所不同。这种错觉在没有视觉触觉刺激的情况下被打破了。
{"title":"Spatial Asynchronous Visuo-Tactile Stimuli Influence Ownership of Virtual Wings","authors":"Anastassia Andreasen, N. C. Nilsson, S. Serafin","doi":"10.1109/VR.2018.8446569","DOIUrl":"https://doi.org/10.1109/VR.2018.8446569","url":null,"abstract":"This poster describes a within-subject study of the virtual body ownership (VBO) illusion using anatomically similar but morphologically different body of a virtual bat. Participants experienced visuo-tactile stimulation of their arms while seeing an object touching the wing of the bat. The mapping between the real and the virtual touch points varied across three conditions: no spatial deviation between visual and tactile input, 50% deviation, and 70% deviation. The results suggest that the degree of experienced VBO varies across the conditions. The illusion was broken in the absence of visuo-tactile stimuli.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127846067","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Light Projection-Induced Illusion for Controlling Object Color 控制物体颜色的光投影诱导错觉
Pub Date : 2018-08-30 DOI: 10.1109/VR.2018.8446481
Ryo Akiyama, Goshiro Yamamoto, Toshiyuki Amano, Takafumi Taketomi, Alexander Plopski, C. Sandor, H. Kato
Using projection mapping, we can control the appearance of realworld objects by projecting colored light onto them. Because a projector can only add illumination to the scene, only a limited color gamut can be presented through projection mapping. In this paper we describe how the controllable color gamut can be extended by accounting for human perception and visual illusions. In particular, we induce color constancy to control what color space observers will perceive. In this paper, we explain the concept of our approach, and show first results of our system.
使用投影映射,我们可以通过投射彩色光线来控制现实世界物体的外观。由于投影仪只能为场景增加照明,因此通过投影映射只能呈现有限的色域。在本文中,我们描述了如何通过考虑人的感知和视觉错觉来扩展可控色域。特别是,我们诱导色彩恒常性来控制观察者将感知到的色彩空间。在本文中,我们解释了我们的方法的概念,并展示了我们的系统的初步结果。
{"title":"Light Projection-Induced Illusion for Controlling Object Color","authors":"Ryo Akiyama, Goshiro Yamamoto, Toshiyuki Amano, Takafumi Taketomi, Alexander Plopski, C. Sandor, H. Kato","doi":"10.1109/VR.2018.8446481","DOIUrl":"https://doi.org/10.1109/VR.2018.8446481","url":null,"abstract":"Using projection mapping, we can control the appearance of realworld objects by projecting colored light onto them. Because a projector can only add illumination to the scene, only a limited color gamut can be presented through projection mapping. In this paper we describe how the controllable color gamut can be extended by accounting for human perception and visual illusions. In particular, we induce color constancy to control what color space observers will perceive. In this paper, we explain the concept of our approach, and show first results of our system.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121639565","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Transferability of Spatial Maps: Augmented Versus Virtual Reality Training 空间地图的可转移性:增强与虚拟现实训练
Pub Date : 2018-08-30 DOI: 10.1109/VR.2018.8447561
N. Caluya, Alexander Plopski, J. Ty, C. Sandor, Takafumi Taketomi, H. Kato
Work space simulations help trainees acquire skills necessary to perform their tasks efficiently without disrupting the workflow, forgetting important steps during a procedure, or the location of important information. This training can be conducted in Augmented and Virtual Reality (AR, VR) to enhance its effectiveness and speed. When the skills are transferred to the actual application, it is referred to as positive training transfer. However, thus far, it is unclear which training, AR or VR, achieves better results in terms of positive training transfer. We compare the effectiveness of AR and VR for spatial memory training in a control-room scenario, where users have to memorize the location of buttons and information displays in their surroundings. We conducted a within-subject study with 16 participants and evaluated the impact the training had on short-term and long-term memory. Results of our study show that VR outperformed AR when tested in the same medium after the training. In a memory transfer test conducted two days later AR outperformed VR. Our findings have implications on the design of future training scenarios and applications.
工作空间模拟帮助受训者获得必要的技能,有效地执行他们的任务,而不会中断工作流程,忘记过程中的重要步骤,或重要信息的位置。该培训可以在增强现实和虚拟现实(AR, VR)中进行,以提高其有效性和速度。当技能转移到实际应用时,称为正向训练转移。然而,到目前为止,还不清楚AR和VR哪种训练在正向训练迁移方面效果更好。我们在控制室场景中比较了AR和VR在空间记忆训练方面的有效性,在控制室场景中,用户必须记住周围环境中按钮和信息显示的位置。我们对16名参与者进行了一项主题内研究,评估了训练对短期和长期记忆的影响。我们的研究结果表明,在训练后的相同介质中进行测试时,VR的表现优于AR。在两天后进行的记忆传输测试中,AR的表现优于VR。我们的研究结果对未来训练方案和应用的设计具有启示意义。
{"title":"Transferability of Spatial Maps: Augmented Versus Virtual Reality Training","authors":"N. Caluya, Alexander Plopski, J. Ty, C. Sandor, Takafumi Taketomi, H. Kato","doi":"10.1109/VR.2018.8447561","DOIUrl":"https://doi.org/10.1109/VR.2018.8447561","url":null,"abstract":"Work space simulations help trainees acquire skills necessary to perform their tasks efficiently without disrupting the workflow, forgetting important steps during a procedure, or the location of important information. This training can be conducted in Augmented and Virtual Reality (AR, VR) to enhance its effectiveness and speed. When the skills are transferred to the actual application, it is referred to as positive training transfer. However, thus far, it is unclear which training, AR or VR, achieves better results in terms of positive training transfer. We compare the effectiveness of AR and VR for spatial memory training in a control-room scenario, where users have to memorize the location of buttons and information displays in their surroundings. We conducted a within-subject study with 16 participants and evaluated the impact the training had on short-term and long-term memory. Results of our study show that VR outperformed AR when tested in the same medium after the training. In a memory transfer test conducted two days later AR outperformed VR. Our findings have implications on the design of future training scenarios and applications.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128593105","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
A Multisensory Virtual Environment for OSH Training 面向职业安全卫生培训的多感官虚拟环境
Pub Date : 2018-08-30 DOI: 10.1109/VR.2018.8446431
M. Tahsiri, Glyn Lawson, C. Abdullah, T. Roper
This paper presents a multisensory and low-cost virtual training simulator developed in Unity 3D, with the aim of improving the effectiveness of Occupational Safety and Health (OSH) training. The prototype system facilitates heat and smell feedback functions operated by an Arduino microprocessor and triggered based on the proximity of the avatar to receptive 4 within the Virtual Environment (VE). The prototype enables the creation of bespoke virtual representations using the 3D scanning function of the Google Tango device making multisensory VE OSH training a feasible and versatile approach in the short-term future.
为了提高职业安全与健康(OSH)培训的有效性,本文介绍了在Unity 3D中开发的多感官和低成本虚拟培训模拟器。原型系统促进了由Arduino微处理器操作的热量和气味反馈功能,并根据虚拟环境(VE)中虚拟人物的接近程度触发。该原型可以使用Google Tango设备的3D扫描功能创建定制的虚拟表示,使多感官VE OSH培训在短期内成为一种可行且通用的方法。
{"title":"A Multisensory Virtual Environment for OSH Training","authors":"M. Tahsiri, Glyn Lawson, C. Abdullah, T. Roper","doi":"10.1109/VR.2018.8446431","DOIUrl":"https://doi.org/10.1109/VR.2018.8446431","url":null,"abstract":"This paper presents a multisensory and low-cost virtual training simulator developed in Unity 3D, with the aim of improving the effectiveness of Occupational Safety and Health (OSH) training. The prototype system facilitates heat and smell feedback functions operated by an Arduino microprocessor and triggered based on the proximity of the avatar to receptive 4 within the Virtual Environment (VE). The prototype enables the creation of bespoke virtual representations using the 3D scanning function of the Google Tango device making multisensory VE OSH training a feasible and versatile approach in the short-term future.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127745850","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Illusory Body Ownership Between Different Body Parts: Synchronization of Right Thumb and Right Arm 不同身体部位之间的虚幻身体所有权:右手拇指和右臂的同步
Pub Date : 2018-08-24 DOI: 10.1109/VR.2018.8446282
Ryota Kondo, M. Sugimoto, K. Minamizawa, M. Inami, M. Kitazaki, Yamato Tani
Illusory body ownership can be induced by visual-tactile stimulation or visual-motor synchronicity. We aimed to test whether a right thumb could be remapped to a virtual right arm and illusory body ownership of the virtual arm induced through synchronous movements of the right thumb and the virtual right arm. We presented the virtual right arm in synchronization with movements of a participant's right thumb on a head-mounted display (HMD). We found that the participants felt as though their right thumb became the right arm, and that the right arm belonged to their own body.
虚幻的身体所有权可以由视觉-触觉刺激或视觉-运动同步性引起。我们的目的是测试是否可以将右拇指重新映射到虚拟右臂上,以及通过右拇指和虚拟右臂的同步运动诱导虚拟手臂的虚幻身体所有权。我们在头戴式显示器(HMD)上展示了与参与者右拇指运动同步的虚拟右臂。我们发现,参与者觉得他们的右手大拇指好像成了他们的右臂,而右臂属于他们自己的身体。
{"title":"Illusory Body Ownership Between Different Body Parts: Synchronization of Right Thumb and Right Arm","authors":"Ryota Kondo, M. Sugimoto, K. Minamizawa, M. Inami, M. Kitazaki, Yamato Tani","doi":"10.1109/VR.2018.8446282","DOIUrl":"https://doi.org/10.1109/VR.2018.8446282","url":null,"abstract":"Illusory body ownership can be induced by visual-tactile stimulation or visual-motor synchronicity. We aimed to test whether a right thumb could be remapped to a virtual right arm and illusory body ownership of the virtual arm induced through synchronous movements of the right thumb and the virtual right arm. We presented the virtual right arm in synchronization with movements of a participant's right thumb on a head-mounted display (HMD). We found that the participants felt as though their right thumb became the right arm, and that the right arm belonged to their own body.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125152823","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Rapid, Continuous Movement Between Nodes as an Accessible Virtual Reality Locomotion Technique 节点间快速、连续运动作为一种可访问的虚拟现实运动技术
Pub Date : 2018-08-24 DOI: 10.1109/VR.2018.8446130
M. Habgood, D. Moore, David Wilson, Sergio Alapont
The confounding effect of player locomotion on the vestibulo-ocular reflex is one of the principal causes of motion sickness in immersive virtual reality. Continuous motion is particularly problematic for stationary user configurations, and teleportation has become the prevailing approach for providing accessible locomotion. Unfortunately, teleportation can also increase disorientation and reduce a player's sense of presence within a VR environment. This paper presents an alternative locomotion technique designed to preserve accessibility while maintaining feelings of presence. This is a node-based navigation system which allows the player to move between predefined node positions using a rapid, continuous, linear motion. An evaluation was undertaken to compare this locomotion technique with commonly used, teleportation-based and continuous walking approaches. Thirty-six participants took part in a study which examined motion sickness and presence for each technique, while navigating around a virtual house using PlayStation VR. Contrary to intuition, we show that rapid movement speeds reduce players' feelings of motion sickness as compared to continuous movement at normal walking speeds.
玩家运动对前庭眼反射的干扰效应是沉浸式虚拟现实中晕动病的主要原因之一。对于固定的用户配置,连续运动是特别有问题的,隐形传态已经成为提供可访问运动的主流方法。不幸的是,瞬间移动也会增加迷失方向,降低玩家在VR环境中的存在感。本文提出了另一种运动技术,旨在保持可达性,同时保持存在感。这是一个基于节点的导航系统,允许玩家使用快速、连续、线性的运动在预定义的节点位置之间移动。我们进行了一项评估,将这种运动技术与常用的基于远程传送和连续行走方法进行比较。36名参与者参加了一项研究,在使用PlayStation VR在虚拟房屋中导航时,研究了每种技术的晕动病和存在感。与直觉相反,我们表明快速移动速度比以正常行走速度连续移动减少了玩家的晕动病感觉。
{"title":"Rapid, Continuous Movement Between Nodes as an Accessible Virtual Reality Locomotion Technique","authors":"M. Habgood, D. Moore, David Wilson, Sergio Alapont","doi":"10.1109/VR.2018.8446130","DOIUrl":"https://doi.org/10.1109/VR.2018.8446130","url":null,"abstract":"The confounding effect of player locomotion on the vestibulo-ocular reflex is one of the principal causes of motion sickness in immersive virtual reality. Continuous motion is particularly problematic for stationary user configurations, and teleportation has become the prevailing approach for providing accessible locomotion. Unfortunately, teleportation can also increase disorientation and reduce a player's sense of presence within a VR environment. This paper presents an alternative locomotion technique designed to preserve accessibility while maintaining feelings of presence. This is a node-based navigation system which allows the player to move between predefined node positions using a rapid, continuous, linear motion. An evaluation was undertaken to compare this locomotion technique with commonly used, teleportation-based and continuous walking approaches. Thirty-six participants took part in a study which examined motion sickness and presence for each technique, while navigating around a virtual house using PlayStation VR. Contrary to intuition, we show that rapid movement speeds reduce players' feelings of motion sickness as compared to continuous movement at normal walking speeds.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130635439","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 83
Tetrahedral Mesh Visualization in a Game Engine 游戏引擎中的四面体网格可视化
Pub Date : 2018-08-24 DOI: 10.1109/VR.2018.8446544
Kuocheng Wang, Kishore Adimulam, T. Kesavadas
A tetrahedral mesh is used to perform finite element analysis (FEA) of surgical cuts in a medical simulator. Visualization of a tetrahedral mesh is an important challenge in the process of constructing a realistic simulator. As game engines become increasingly popular, many companies are beginning to develop their own engines, or using existing engines for software development. However, game engines such as Unity and Unreal do not accept volume mesh. What is more, during the cutting process, the topology of tetrahedral mesh will change, resulting in progressively difficult visualization. In this paper, we present a procedure to prepare a tetrahedral mesh for a surgery simulator. We will also show an example of cutting a sphere by deleting tetrahedral elements.
在医学模拟器中,采用四面体网格对手术切口进行有限元分析。四面体网格的可视化是构建逼真模拟器过程中的一个重要挑战。随着游戏引擎越来越受欢迎,许多公司开始开发自己的引擎,或者使用现有的引擎进行软件开发。然而,像Unity和Unreal这样的游戏引擎不接受体积网格。此外,在切割过程中,四面体网格的拓扑结构会发生变化,导致可视化难度越来越大。在本文中,我们提出了一个程序,以准备一个四面体网格的手术模拟器。我们还将展示一个通过删除四面体元素来切割球体的例子。
{"title":"Tetrahedral Mesh Visualization in a Game Engine","authors":"Kuocheng Wang, Kishore Adimulam, T. Kesavadas","doi":"10.1109/VR.2018.8446544","DOIUrl":"https://doi.org/10.1109/VR.2018.8446544","url":null,"abstract":"A tetrahedral mesh is used to perform finite element analysis (FEA) of surgical cuts in a medical simulator. Visualization of a tetrahedral mesh is an important challenge in the process of constructing a realistic simulator. As game engines become increasingly popular, many companies are beginning to develop their own engines, or using existing engines for software development. However, game engines such as Unity and Unreal do not accept volume mesh. What is more, during the cutting process, the topology of tetrahedral mesh will change, resulting in progressively difficult visualization. In this paper, we present a procedure to prepare a tetrahedral mesh for a surgery simulator. We will also show an example of cutting a sphere by deleting tetrahedral elements.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116731435","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Redirected Walking in Irregularly Shaped Physical Environments with Dynamic Obstacles 具有动态障碍的不规则形状物理环境中的再定向行走
Pub Date : 2018-08-24 DOI: 10.1109/VR.2018.8446563
Haiwei Chen, Samantha Chen, Evan Suma Rosenberg
Redirected walking (RDW) is a virtual reality (VR) locomotion technique that enables the exploration of a large virtual environment (VE) within a small physical space via real walking. Thus far, the physical environment has generally been assumed to be rectangular, static, and free of obstacles. However, it is unlikely that real-world locations that may be used for VR fulfill these constraints. In addition, accounting for dynamic obstacles such as people helps increase user safety when the view of the physical world is occluded by a head-mounted display. In this work, we present the design and initial implementation of a RDW planning algorithm that can redirect the user in an irregularly shaped physical environment with dynamically moving obstacles. This represents an important step towards the use of RDW in more dynamic, real-world environments.
重定向行走(Redirected walking, RDW)是一种虚拟现实(VR)运动技术,它可以通过真实行走来探索小物理空间内的大型虚拟环境(VE)。到目前为止,物理环境通常被认为是矩形的、静态的、没有障碍物的。然而,现实世界中可能用于VR的地点不太可能满足这些限制。此外,考虑到人等动态障碍有助于在现实世界的视野被头戴式显示器遮挡时提高用户的安全性。在这项工作中,我们提出了一种RDW规划算法的设计和初步实现,该算法可以在具有动态移动障碍物的不规则形状的物理环境中重定向用户。这代表了在更动态的真实环境中使用RDW的重要一步。
{"title":"Redirected Walking in Irregularly Shaped Physical Environments with Dynamic Obstacles","authors":"Haiwei Chen, Samantha Chen, Evan Suma Rosenberg","doi":"10.1109/VR.2018.8446563","DOIUrl":"https://doi.org/10.1109/VR.2018.8446563","url":null,"abstract":"Redirected walking (RDW) is a virtual reality (VR) locomotion technique that enables the exploration of a large virtual environment (VE) within a small physical space via real walking. Thus far, the physical environment has generally been assumed to be rectangular, static, and free of obstacles. However, it is unlikely that real-world locations that may be used for VR fulfill these constraints. In addition, accounting for dynamic obstacles such as people helps increase user safety when the view of the physical world is occluded by a head-mounted display. In this work, we present the design and initial implementation of a RDW planning algorithm that can redirect the user in an irregularly shaped physical environment with dynamically moving obstacles. This represents an important step towards the use of RDW in more dynamic, real-world environments.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122283072","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 13
Preliminary Environment Mapping for Redirected Walking 重定向行走的初步环境映射
Pub Date : 2018-08-24 DOI: 10.1109/VR.2018.8446262
Christian Hirt, Markus Zank, A. Kunz
Redirected walking applications allow a user to explore large virtual environments in a smaller physical space by employing so-called redirection techniques. To further improve the immersion of a virtual experience, path planner algorithms were developed which choose redirection techniques based on the current position and orientation of the user. In order to ensure a reliable performance, planning algorithms depend on accurate position tracking using an external tracking system. However, the disadvantage of such a tracking method is the time-consuming preparation of the physical environment which renders the system immobile. A possible solution to eliminate this dependency is to replace the external tracking system with a state-of-the-art inside-out tracker based on the concept of Simultaneous Localization and Mapping (SLAM). In this paper, we present an approach in which we attach a commercially available SLAM device to a head-mounted display to track the head motion of a user. From sensor recordings of the device, we construct a map of the surrounding environment for future processing in an existing path planner for redirected walking.
通过使用所谓的重定向技术,重定向行走应用程序允许用户在较小的物理空间中探索大型虚拟环境。为了进一步提高虚拟体验的沉浸感,开发了基于用户当前位置和方向选择重定向技术的路径规划算法。为了保证可靠的性能,规划算法依赖于使用外部跟踪系统进行精确的位置跟踪。然而,这种跟踪方法的缺点是需要花费大量时间来准备物理环境,从而使系统无法移动。消除这种依赖性的一个可能的解决方案是用基于同步定位和映射(SLAM)概念的最先进的由内而外跟踪器取代外部跟踪系统。在本文中,我们提出了一种方法,其中我们将商用SLAM设备附加到头戴式显示器上以跟踪用户的头部运动。根据设备的传感器记录,我们构建了周围环境的地图,以便在现有的路径规划器中进行重定向行走的未来处理。
{"title":"Preliminary Environment Mapping for Redirected Walking","authors":"Christian Hirt, Markus Zank, A. Kunz","doi":"10.1109/VR.2018.8446262","DOIUrl":"https://doi.org/10.1109/VR.2018.8446262","url":null,"abstract":"Redirected walking applications allow a user to explore large virtual environments in a smaller physical space by employing so-called redirection techniques. To further improve the immersion of a virtual experience, path planner algorithms were developed which choose redirection techniques based on the current position and orientation of the user. In order to ensure a reliable performance, planning algorithms depend on accurate position tracking using an external tracking system. However, the disadvantage of such a tracking method is the time-consuming preparation of the physical environment which renders the system immobile. A possible solution to eliminate this dependency is to replace the external tracking system with a state-of-the-art inside-out tracker based on the concept of Simultaneous Localization and Mapping (SLAM). In this paper, we present an approach in which we attach a commercially available SLAM device to a head-mounted display to track the head motion of a user. From sensor recordings of the device, we construct a map of the surrounding environment for future processing in an existing path planner for redirected walking.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122730254","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Effects of Visual Realism and Moving Detail on Cybersickness 视觉真实感和移动细节对晕机的影响
Pub Date : 2018-08-24 DOI: 10.1109/VR.2018.8446078
Matti Pouke, Arttu Tiiro, S. LaValle, T. Ojala
In this study we compare two conditions of visual detail - modern graphics and detail reduction through cel-shading - in experiencing Cybersickness during virtual movement along a preprogrammed path within a scene depicting a real-world outdoor museum viewed with Oculus CV1. The Cybersickness experience was quantified with the Fast-Motion-Sickness (FMS) scale and the Simulator Sickness Questionnaire (SSQ). We found weak evidence for realistic graphics being more sickness-inducing. Also, FMS scores peaked whenever a participant was entering a building.
在这项研究中,我们比较了两种视觉细节条件-现代图形和通过细胞着色减少细节-在虚拟运动中体验晕动症,沿着预先编程的路径,描绘了一个用Oculus CV1观看的真实世界户外博物馆的场景。采用快速运动眩晕(FMS)量表和模拟眩晕问卷(SSQ)对晕机体验进行量化。我们发现了一些微弱的证据,证明逼真的图像更容易诱发疾病。此外,每当参与者进入建筑物时,FMS分数就会达到峰值。
{"title":"Effects of Visual Realism and Moving Detail on Cybersickness","authors":"Matti Pouke, Arttu Tiiro, S. LaValle, T. Ojala","doi":"10.1109/VR.2018.8446078","DOIUrl":"https://doi.org/10.1109/VR.2018.8446078","url":null,"abstract":"In this study we compare two conditions of visual detail - modern graphics and detail reduction through cel-shading - in experiencing Cybersickness during virtual movement along a preprogrammed path within a scene depicting a real-world outdoor museum viewed with Oculus CV1. The Cybersickness experience was quantified with the Fast-Motion-Sickness (FMS) scale and the Simulator Sickness Questionnaire (SSQ). We found weak evidence for realistic graphics being more sickness-inducing. Also, FMS scores peaked whenever a participant was entering a building.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123676779","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 17
期刊
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1