ProXeek: Seeking and Leveraging Real-World Objects and Environments as Haptic Proxies for Virtual Reality through Multimodal Reasoning

IF 13 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Haichen Gao, Tianrui Hu, Zeshui Li, Kening Zhu
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引用次数: 0

Abstract

Providing haptic feedback in virtual reality (VR) remains challenging, with active haptic systems often being bulky and expensive, while passive haptics typically require pre-fabricated objects or extensive real-world setup. We present ProXeek, an LLM-based multi-agent system that opportunistically leverages real-world objects as haptic proxies for VR experiences. During VR development, the designers could annotate the virtual interactables with emphasized haptic characteristics using our node-based editing interface. On the user side, end users capture environmental snapshots via commodity VR headset, and the system employs LLM-based multimodal reasoning and multi-objective optimization to match virtual objects with viable physical proxies. Our technical evaluation demonstrates that ProXeek effectively identifies viable proxies, confirming the effectiveness of the algorithmic constraint design in our matching pipeline. Our user study further reveals that the ProXeek-selected physical objects could deliver significantly higher haptic fidelity and enhance presence compared to 3D-printed replicas and visual-only interaction.
proseek:通过多模态推理寻求和利用真实世界的物体和环境作为虚拟现实的触觉代理
在虚拟现实(VR)中提供触觉反馈仍然具有挑战性,主动触觉系统通常体积庞大且昂贵,而被动触觉系统通常需要预制对象或广泛的现实世界设置。我们提出ProXeek,一个基于法学硕士的多代理系统,机会主义地利用现实世界的对象作为VR体验的触觉代理。在VR开发过程中,设计师可以使用基于节点的编辑界面对虚拟交互对象进行注释,并强调触觉特征。在用户端,终端用户通过商品VR头显捕捉环境快照,系统采用基于llm的多模态推理和多目标优化,将虚拟对象与可行的物理代理进行匹配。我们的技术评估表明,ProXeek有效地识别了可行的代理,确认了匹配管道中算法约束设计的有效性。我们的用户研究进一步表明,与3d打印复制品和仅视觉交互相比,proxeek选择的物理对象可以提供更高的触觉保真度和增强存在感。
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来源期刊
ACM Transactions on Graphics
ACM Transactions on Graphics 工程技术-计算机:软件工程
CiteScore
14.30
自引率
25.80%
发文量
193
审稿时长
12 months
期刊介绍: ACM Transactions on Graphics (TOG) is a peer-reviewed scientific journal that aims to disseminate the latest findings of note in the field of computer graphics. It has been published since 1982 by the Association for Computing Machinery. Starting in 2003, all papers accepted for presentation at the annual SIGGRAPH conference are printed in a special summer issue of the journal.
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