2012 IEEE Virtual Reality Workshops (VRW)最新文献_第3页 (2025)

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Title of tutorial: Designing immersive VR systems: From bits to bolts 教程标题:设计沉浸式VR系统:从点滴到螺栓

2012 IEEE Virtual Reality Workshops (VRW)

Pub Date : 2012-03-04 DOI: 10.1109/VR.2012.6180947

Luciano P. Soares, J. Jorge, J. M. Dias, A. Raposo, B. Araújo, Leonel Valbom, Filipe Gaspar

Immersive 3D Virtual Environments (VE) have become affordable for many research centers. However, a complete solution needs several integration steps to be fully operational. Some of these steps are difficult to accomplish and require an uncommon combination of different skills. This tutorial presents the most recent techniques developed to address this problem, from displays to software tools. The hardware in a typical VR installations combines projectors, screens, speakers, computers, tracking and I/O devices. The tutorial will discuss hardware options, explaining their advantages and disadvantages. We will cover design decisions from basic software and hardware design, through user tracking, multimodal human-computer interfaces and acoustic rendering, to how to administrate the whole solution. Additionally, we will provide an introduction to existing tracking technologies, explaining how the most common devices work, while focusing on infrared optical tracking. Finally, we briefly cover integration software and middleware developed for most VE settings.

沉浸式3D虚拟环境(VE)对于许多研究中心来说已经变得负担得起。然而,一个完整的解决方案需要几个集成步骤才能完全可操作。其中一些步骤很难完成,需要不同技能的不同组合。本教程介绍了为解决这个问题而开发的最新技术,从显示器到软件工具。典型VR设备的硬件包括投影仪、屏幕、扬声器、计算机、跟踪和I/O设备。本教程将讨论硬件选项,解释它们的优点和缺点。我们将涵盖设计决策,从基本的软件和硬件设计,通过用户跟踪,多模态人机界面和声学渲染,如何管理整个解决方案。此外,我们将介绍现有的跟踪技术,解释最常见的设备是如何工作的,同时重点介绍红外光学跟踪。最后,我们将简要介绍为大多数VE设置开发的集成软件和中间件。

引用次数: 0

VR 2012 tutorial: Quantitative and qualitative methods for human-subject experiments in Virtual and Augmented Reality VR 2012教程:虚拟和增强现实中人体实验的定量和定性方法

2012 IEEE Virtual Reality Workshops (VRW)

Pub Date : 2012-03-04 DOI: 10.1109/VR.2012.6180945

Joseph L. Gabbard, J. Swan, S. Ellis

This tutorial is for researchers and engineers, working in the field of Virtual Reality (VR) and Augmented Reality (AR), who wish to conduct user-based experiments with a specific aim of promoting both traditional quantitative human-subject experiments and qualitative methods for assessing usability. This tutorial is for a full-day tutorial presenting both quantitative and qualitative approaches to conducting human-subject experiments. It covers (1) the basic principles of experimental design and analysis, with an emphasis on human-subject experiments in VR/AR; (2) qualitative studies (e.g., formative evaluation methods) for assessing and improving VR/AR user interfaces and user interaction along with lessons learned from conducting many user-based studies; and (3) a “journalistic approach” to measuring human performance that organizes the activity around questions such as “Who? What? When? Where? How? and Why?”.

本教程适用于在虚拟现实(VR)和增强现实(AR)领域工作的研究人员和工程师,他们希望进行基于用户的实验,具体目的是促进传统的定量人类受试者实验和评估可用性的定性方法。本教程是一个全天的教程,介绍定量和定性的方法来进行人体实验。它涵盖了(1)实验设计和分析的基本原理,重点是VR/AR中的人体实验;(2)定性研究(例如,形成性评估方法),用于评估和改进VR/AR用户界面和用户交互,以及从开展许多基于用户的研究中吸取的经验教训;(3)采用“新闻方法”来衡量人的表现,围绕诸如“谁?”怎么啦?什么时候?在哪里?如何?为什么?”。

引用次数: 1

Floating integral photography using Fresnel mirror 采用菲涅耳镜的浮动整体摄影

2012 IEEE Virtual Reality Workshops (VRW)

Pub Date : 2012-03-04 DOI: 10.1109/VR.2012.6180918

K. Yanaka, M. Yoda, T. Iizuka

We previously developed an integral photography (IP) system in which a 3D image with both horizontal and vertical parallax looks as if it is floating in the air, and we have now expanded it so that animated images can be displayed. No special glasses are necessary with this system, which consists of a 3D display subsystem and a Fresnel mirror. The light emitted from the 3D display subsystem is reflected by the Fresnel mirror, and the image of a floating object is then formed in space.

我们之前开发了一个整体摄影(IP)系统,其中水平和垂直视差的3D图像看起来好像漂浮在空中,现在我们已经扩展了它,以便可以显示动画图像。这个系统不需要特殊的眼镜,它由一个3D显示子系统和一个菲涅耳镜组成。从三维显示子系统发出的光被菲涅耳镜反射,然后在空间中形成一个漂浮物体的图像。

引用次数: 3

Using virtual reality technology in linguistic research 虚拟现实技术在语言学研究中的应用

2012 IEEE Virtual Reality Workshops (VRW)

Pub Date : 2012-03-04 DOI: 10.1109/VR.2012.6180893

Thies Pfeiffer

In this paper, we argue that empirical research on genuine linguistic topics, such as on the production of multimodal utterances in the speaker and the interpretation of the multimodal signals in the interlocutor, can greatly benefit from the use of virtual reality technologies. Established methodologies for research on multimodal interactions, like the presentation of pre-recorded 2D videos of interaction partners as stimuli and the recording of interaction partners using multiple 2D video cameras have crucial shortcomings regarding ecological validity and the precision of measurements that can be achieved. In addition, these methodologies enforce restrictions on the researcher. The stimuli, for example, are not very interactive and thus not as close to natural interactions as ultimately desired. Also, the analysis of 2D video recordings requires intensive manual annotations, often frame-by-frame, which negatively affects the feasible number of interactions which can be included in a study. The technologies bundled under the term virtual reality offer exciting possibilities for the linguistic researcher: gestures can be tracked without being restricted to fixed perspectives, annotation can be done on large corpora (semi-)automatically and virtual characters can be used to produce specific linguistic stimuli in a repetitive but interactive fashion. Moreover, immersive 3D visualizations can be used to recreate a simulation of the recorded interactions by fusing the raw data with theoretic models to support an iterative data-driven development of linguistic theories. This paper discusses the potential of virtual reality technologies for linguistic research and provides examples for the application of the methodology.

在本文中,我们认为,对真实语言主题的实证研究,如说话者多模态话语的产生和对话者多模态信号的解释,可以极大地受益于虚拟现实技术的使用。现有的多模态交互研究方法,如将交互伙伴的预先录制的2D视频作为刺激的呈现,以及使用多个2D摄像机记录交互伙伴,在生态有效性和可实现的测量精度方面存在重大缺陷。此外,这些方法对研究人员施加了限制。例如,刺激不是很互动,因此不像最终期望的那样接近自然互动。此外,对2D视频记录的分析需要大量的手动注释,通常是逐帧注释,这对研究中可包含的可行交互数量产生了负面影响。捆绑在虚拟现实术语下的技术为语言学研究者提供了令人兴奋的可能性:手势可以不受固定视角的限制而被跟踪,注释可以在大型语料库上(半)自动完成,虚拟角色可以以重复但互动的方式产生特定的语言刺激。此外,沉浸式3D可视化可以通过融合原始数据和理论模型来重建记录交互的模拟,以支持语言理论的迭代数据驱动发展。本文讨论了虚拟现实技术在语言学研究中的潜力,并为该方法的应用提供了实例。

引用次数: 17

NuNav3D: A touch-less, body-driven interface for 3D navigation NuNav3D:用于3D导航的非触摸、身体驱动界面

2012 IEEE Virtual Reality Workshops (VRW)

Pub Date : 2012-03-04 DOI: 10.1109/VR.2012.6180885

C. Papadopoulos, D. Sugarman, A. Kaufman

We introduce NuNav3D, a body-driven 3D navigation interface for large displays and immersive scenarios. While 3D navigation is a core component of VR applications, certain situations, like remote displays in public or large visualization environments, do not allow for using a navigation controller or prop. NuNav3D maps hand motions, obtained from a pose recognition framework which is driven by a depth sensor, to a virtual camera manipulator, allowing for direct control of 4 DOFs of navigation. We present the NuNav3D navigation scheme and our preliminary user study results under two scenarios, a path-following case with tight geometrical constraints and an open space exploration case, while comparing our method against a traditional joypad controller.

我们介绍了NuNav3D,一个身体驱动的3D导航界面,用于大型显示器和沉浸式场景。虽然3D导航是VR应用的核心组件,但在某些情况下,如公共或大型可视化环境中的远程显示,不允许使用导航控制器或道具。NuNav3D将从深度传感器驱动的姿态识别框架获得的手部运动映射到虚拟相机机械手,允许直接控制4个自由度的导航。我们介绍了NuNav3D导航方案和我们在两种情况下的初步用户研究结果,一种是具有严格几何约束的路径跟踪情况,另一种是开放空间探索情况,同时将我们的方法与传统的手柄控制器进行比较。

引用次数: 15

Examining the equivalence of simulated and real AR on a visual following and identification task 在视觉跟踪和识别任务中检查模拟和真实AR的等效性

2012 IEEE Virtual Reality Workshops (VRW)

Pub Date : 2012-03-04 DOI: 10.1109/VR.2012.6180890

Cha Lee, Steffen Gauglitz, Tobias Höllerer, D. Bowman

Mixed Reality (MR) simulation, in which a Virtual Reality (VR) system is used to simulate both the real and virtual components of an Augmented Reality (AR) system, has been proposed as a method for evaluating AR systems with greater levels of experimental control. However, factors such as the latency of the MR simulator may impact the validity of experimental results obtained with MR simulation. We present a study evaluating the effects of simulator latency on the equivalence of results from an MR simulator and a real AR system. We designed an AR experiment which required the participants to visually follow a virtual pipe around a small room filled with real targets and to find and identify the targets which were intersected by the pipe. We show that, with a 95% confidence interval, the results from all three simulated AR conditions fall well within one standard deviation of the real AR case.

混合现实(MR)仿真,其中虚拟现实(VR)系统用于模拟增强现实(AR)系统的真实和虚拟组件,已被提出作为评估具有更高水平实验控制的AR系统的方法。然而,核磁共振模拟器的延迟等因素可能会影响核磁共振仿真得到的实验结果的有效性。我们提出了一项研究,评估模拟器延迟对MR模拟器和真实AR系统结果等效性的影响。我们设计了一个增强现实实验,要求参与者在一个充满真实目标的小房间周围视觉上跟随一个虚拟管道,并找到和识别管道相交的目标。我们表明,在95%的置信区间内,所有三种模拟AR条件的结果都落在真实AR情况的一个标准差之内。

引用次数: 8

Interval training with Astrojumper 用Astrojumper进行间歇训练

2012 IEEE Virtual Reality Workshops (VRW)

Pub Date : 2012-03-04 DOI: 10.1109/VR.2012.6180931

A. Nickel, Hugh Kinsey, H. Haack, Mykel Pendergrass, T. Barnes

The prevalence of obesity among adolescents and adults in the U.S. is a matter of concern. Exercise video games reach a wide audience and can be used to motivate increased physical activity. We have previously developed Astrojumper, an exergame exploring game mechanics that provide a fun experience and effective exercise, and have now developed a new version of Astrojumper that supports interval training through additional mechanics. We believe the new version will improve upon the first in player motivation, enjoyment and replayability, and also in the level of physical challenge the game affords its players.

肥胖在美国青少年和成年人中的流行是一个令人担忧的问题。运动电子游戏拥有广泛的受众,可以用来激励人们增加身体活动。我们之前开发了Astrojumper,一款探索游戏机制的运动游戏,提供有趣的体验和有效的锻炼,现在开发了一个新版本的Astrojumper,通过额外的机制支持间歇训练。我们相信新版本会在玩家动机、乐趣和重玩性方面有所改进,同时也会提高游戏为玩家提供的体能挑战水平。

引用次数: 8

Towards a linguistically motivated model for selection in virtual reality 迈向虚拟现实中语言驱动的选择模型

2012 IEEE Virtual Reality Workshops (VRW)

Pub Date : 2012-03-04 DOI: 10.1109/VR.2012.6180896

Thies Pfeiffer

Swiftness and robustness of natural communication is tied to the redundancy and complementarity found in our multimodal communication. Swiftness and robustness of human-computer interaction (HCI) is also a key to the success of a virtual reality (VR) environment. The interpretation of multimodal interaction signals has therefore been considered a high goal in VR research, e.g. following the visions of Bolt's put-that-there in 1980 [1]. It is our impression that research on user interfaces for VR systems has been focused primarily on finding and evaluating technical solutions and thus followed a technology-oriented approach to HCI. In this article, we argue to complement this by a human-oriented approach based on the observation of human-human interaction. The aim is to find models of human-human interaction that can be used to create user interfaces that feel natural. As the field of Linguistics is dedicated to the observation and modeling of human-human communication, it could be worthwhile to approach natural user interfaces from a linguistic perspective. We expect at least two benefits from following this approach. First, the human-oriented approach substantiates our understanding of natural human interactions. Second, it brings about a new perspective by taking the interaction capabilities of a human addressee into account, which are not often explicitly considered or compared with that of the system. As a consequence of following both approaches to create user interfaces, we expect more general models of human interaction to emerge.

自然通信的快速性和健壮性与多模式通信中的冗余性和互补性密切相关。人机交互(HCI)的快速性和鲁棒性也是虚拟现实(VR)环境成功的关键。因此,对多模态交互信号的解释被认为是VR研究的一个高目标,例如,跟随1980年Bolt的put-that-there的愿景[1]。我们的印象是,对VR系统用户界面的研究主要集中在寻找和评估技术解决方案上,因此遵循了以技术为导向的HCI方法。在本文中,我们主张通过基于对人与人之间互动的观察的以人为本的方法来补充这一点。其目的是找到可以用来创建感觉自然的用户界面的人机交互模型。由于语言学领域致力于观察和建模人与人之间的交流,从语言学的角度来研究自然用户界面可能是值得的。我们期望采用这种方法至少有两个好处。首先,以人为本的方法证实了我们对人类自然互动的理解。其次,它通过考虑人类收件人的交互能力带来了一个新的视角,这通常不会被明确地考虑或与系统的交互能力进行比较。遵循这两种方法创建用户界面的结果是,我们期望出现更通用的人类交互模型。

引用次数: 1

3D Attention Volumes for usability studies in virtual reality 虚拟现实中可用性研究的3D关注量

2012 IEEE Virtual Reality Workshops (VRW)

Pub Date : 2012-03-04 DOI: 10.1109/VR.2012.6180910

Thies Pfeiffer

The time course and the distribution of visual attention are powerful measures for the evaluation of the usability of products. Eye tracking is thus an established method for evaluating websites, software ergonomy or modern cockpits for cars or airplanes. In most cases, however, the point of regard is measured on 2D products. This article presents work that uses an approach to measure the point of regard in 3D to generate 3D Attention Volumes as a qualitative 3D visualization of the distribution of visual attention. This visualization can be used to evaluate the design of virtual products in an immersive 3D setting, similar as heatmaps are used to assess the design of websites.

时间进程和视觉注意力分布是评价产品可用性的有力指标。因此,眼动追踪是评估网站、软件人机工程学或现代汽车或飞机驾驶舱的一种既定方法。然而,在大多数情况下,关注点是在2D产品上测量的。本文介绍了使用一种方法来测量3D中的关注点,以生成3D注意力量,作为视觉注意力分布的定性3D可视化。这种可视化可以用来在沉浸式3D环境中评估虚拟产品的设计,类似于用于评估网站设计的热图。

引用次数: 6

Augmenting moving planar surfaces interactively with video projection and a color camera 通过视频投影和彩色摄像机交互增强移动平面

2012 IEEE Virtual Reality Workshops (VRW)

Pub Date : 2012-03-04 DOI: 10.1109/VR.2012.6180907

S. Audet, M. Okutomi, Masayuki Tanaka

Traditional applications of augmented reality superimpose generated images onto the real world through goggles or monitors held between objects of interest and the user. To render the augmented surfaces interactive, we may exploit directly existing computer vision techniques. However, when using video projection to alter directly the appearance of surfaces, most vision-based algorithms fail. Even Wear Ur World [5], a recent and otherwise well-received interactive projector-camera system, relies on colored thimbles as markers. As notable exception, Tele-Graffiti [6] was designed for normal visible-light cameras without markers, but still considers the light emitted from the projector as unwanted interference, limiting its application.

增强现实的传统应用是通过将眼镜或监视器放在感兴趣的对象和用户之间,将生成的图像叠加到现实世界中。为了使增强的表面具有交互性,我们可以直接利用现有的计算机视觉技术。然而,当使用视频投影直接改变表面的外观时,大多数基于视觉的算法都失败了。就连最近推出的广受欢迎的交互式投影摄像系统“Wear Ur World b[5]”也依靠彩色顶针作为标记。作为一个明显的例外,Tele-Graffiti[6]是为没有标记的普通可见光相机设计的,但仍然认为投影仪发出的光是不必要的干扰,限制了它的应用。

引用次数: 5

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2012 IEEE Virtual Reality Workshops (VRW)最新文献_第3页 (2025)

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