Meta-Objects: Interactive and Multisensory Virtual Objects Learned From the Real World for Use in Augmented Reality.

IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Dooyoung Kim, Taewook Ha, Jinseok Hong, Seonji Kim, Selin Choi, Heejeong Ko, Woontack Woo, Mike Potel
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引用次数: 0

Abstract

We introduce the concept of a meta-object, a next-generation virtual object that inherits the form, properties, and functions of its real-world counterpart, enabling seamless synchronization, interaction, and sharing between the physical and virtual worlds. While plenty of today's virtual objects provide some sensory feedback and dynamic behavior, meta-objects fully integrate interactive and multisensory features within a structured data framework to enable real-time immersive experiences in a postmetaverse intelligent simulation platform. Three key components underpin the utilization of meta-objects in the postmetaverse: property-embedded modeling for physical and action realism, adaptive multisensory feedback tailored to user interactions, and a scene graph-based intelligence simulation platform for scalable and efficient ecosystem integration. By leveraging meta-objects through wearable augmented reality/virtual reality devices, the postmetaverse facilitates seamless interactions that transcend spatial and temporal barriers, paving the way for a transformative reality-virtuality convergence.

元对象:从现实世界中学习用于增强现实的交互式和多感官虚拟对象。
我们介绍了元对象的概念,这是下一代虚拟对象,它继承了现实世界中对应对象的形式、属性和功能,实现了物理世界和虚拟世界之间的无缝同步、交互和共享。虽然今天的许多虚拟对象提供一些感官反馈和动态行为,但元对象在结构化数据框架内完全集成了交互式和多感官功能,从而在后元世界智能模拟平台中实现实时沉浸式体验。三个关键组件支撑着在后元世界中元对象的利用:用于物理和动作现实主义的属性嵌入建模,为用户交互量身定制的自适应多感官反馈,以及用于可扩展和高效生态系统集成的基于场景图形的智能仿真平台。通过可穿戴增强现实/虚拟现实设备利用元对象,后元世界促进了超越空间和时间障碍的无缝交互,为变革性的现实-虚拟融合铺平了道路。
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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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