Proceedings of the Virtual Reality International Conference - Laval Virtual最新文献

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Karte Garden 去花园
Proceedings of the Virtual Reality International Conference - Laval Virtual Pub Date : 2018-04-04 DOI: 10.1145/3234253.3234314
Goki Akiyama, Rex Hsieh
{"title":"Karte Garden","authors":"Goki Akiyama, Rex Hsieh","doi":"10.1145/3234253.3234314","DOIUrl":"https://doi.org/10.1145/3234253.3234314","url":null,"abstract":"This product visualizes online shoppers' action through VR space in real time, as they enter a web site. It visualize customer behaviors in a real clothing retail store chain, all items are placed according to their categories(e.g. outwear, pants), and you are able to see the users' movements linked to their current action online, in virtual space. The purpose of this product is to let people realize what is missing in the idea of web marketing, by restoring humanity to online shopping. When we think of web marketing, we treat users as numbers when in reality it is necessary to think more sensuously when considering communication between people. Normally at a clothing store, if a clerk sees a customer looking at the same item for 10 minutes, he would go speak to the customer. Furthermore, if a customer has been looking at the same jacket and pants several times, the clerk would be able to tell that the customer is having a problem deciding what to wear. So far, nothing has been done to the current situation of web marketing. So we developed a product, to understand what we need, to get to know our customers better and to provide the best value optimized for each individual.","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127028731","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
Mapping Spatial Mediations, a proposal for classifying new forms of immersive digital mediations 映射空间中介,一个对沉浸式数字中介的新形式进行分类的建议
Proceedings of the Virtual Reality International Conference - Laval Virtual Pub Date : 2018-04-04 DOI: 10.1145/3234253.3234294
F. Tsaï, François Garnier
{"title":"Mapping Spatial Mediations, a proposal for classifying new forms of immersive digital mediations","authors":"F. Tsaï, François Garnier","doi":"10.1145/3234253.3234294","DOIUrl":"https://doi.org/10.1145/3234253.3234294","url":null,"abstract":"Faced with an avalanche of oddly-assorted objects and technologies presented as so many keys to bring us into the era of immersive communication, we feel the need to reposition content at the center of our thinking. The aim of this article is to propose a scientific approach and a research protocol aimed at specifying and organizing the works that make up the wide range of current proposals for digital immersive experiences, basing ourselves on the perceptions and feelings of users. We consider that technologies are essential means for producing and transmitting content, while providing it with decisive characteristics, but that they must not be seen as the aim of the mediation. Far from us the idea of demonizing technical objects. We simply seek, as philosopher Gilbert Simondon1 urges us, to return them to their rightful place as objects in which \"the human gesture fixed and crystallized into functioning structures\" reside, and whose role is to be \"mediators between nature and humans\". In developing our methodology, we have retained an intentionally restrictive definition of spatial mediations such that they involve the viewer in a spatial perception of the content: physical or virtual mobilization of the body and/or stimulation of spatial, visual and/or auditory perceptions. The corpus of our study will consist of about one hundred works in various \"formats\", from stereoscopic cinema to virtual reality, for which we will recall or propose definitions. We will present the criteria used to characterize the work and the experience of it (Ex.: activated senses; freedom of control within the space and time of the experience; possibilities for interaction and socialization.) ose criteria will allow us to evaluate different indices (Ex.: presence, immersion, hybridity, engagement of the senses), and to position the works within our mapping, the two defining axes of which will be perception and narration. We will then examine the possible emergence of specific areas of use that might constitute \"formats\" or \"genres\", and we will attempt to determine, a posteriori, how technological or economic factors stimulate some of them. At this stage of our research, this article does not seek to publish results but to examine an experimental protocol, choices of specification, and intuitions.","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"185 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116972338","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: 0
Drawing Sound in MR Space: A Multi-User Audiovisual Experience in Mixed Reality Space 在MR空间中绘制声音:混合现实空间中的多用户视听体验
Proceedings of the Virtual Reality International Conference - Laval Virtual Pub Date : 2018-04-04 DOI: 10.1145/3234253.3234309
Ryu Nakagawa, Ryo Komatsubara, Taku Ota, Takahisa Mitsumori
{"title":"Drawing Sound in MR Space: A Multi-User Audiovisual Experience in Mixed Reality Space","authors":"Ryu Nakagawa, Ryo Komatsubara, Taku Ota, Takahisa Mitsumori","doi":"10.1145/3234253.3234309","DOIUrl":"https://doi.org/10.1145/3234253.3234309","url":null,"abstract":"In this study, we propose a multi-user interactive audiovisual art system using mixed reality (MR). In the MR space, participants can draw virtual lines in mid-air to create audiovisual effects. Each drawn line has a moving point object. The moving point object moves repeatedly from the starting to the ending point of a line. When the lines overlap and the points on the lines collide, an audiovisual effect is generated. The sound component of the audiovisual effect is related to the height of the real space. Participants can also move and erase the drawn line objects. Using these effects, participants can \"draw sound in MR space.\"","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130023146","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
Study of self-avatar's influence on motor skills training in immersive virtual environments 沉浸式虚拟环境中自我化身对运动技能训练的影响研究
Proceedings of the Virtual Reality International Conference - Laval Virtual Pub Date : 2018-04-04 DOI: 10.1145/3234253.3234304
Aylen Ricca, A. Chellali, S. Otmane
{"title":"Study of self-avatar's influence on motor skills training in immersive virtual environments","authors":"Aylen Ricca, A. Chellali, S. Otmane","doi":"10.1145/3234253.3234304","DOIUrl":"https://doi.org/10.1145/3234253.3234304","url":null,"abstract":"Immersive virtual reality simulators are increasingly being used in different domains. One open research problematic of such systems is the user's representation inside the environment, what is called, the self-avatar representation. Our research focus on using immersive virtual environments (IVEs) for training motor skills. In this case, the typical self-avatar representation is the user's hand. Researchers have focused on studying the influence of hand appearance and structure on the user's sense of presence and embodiment, but little is known about the role it plays in learning motor skills. In this paper we present the design and implementation of a virtual reality (VR) training simulator for a basic motor task, as well as the design of an experiment to investigate this research problematic.","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116168255","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
Evaluation of Locomotion Techniques for Room-Scale VR: Joystick, Teleportation, and Redirected Walking 对房间级VR运动技术的评估:操纵杆、传送和重定向行走
Proceedings of the Virtual Reality International Conference - Laval Virtual Pub Date : 2018-04-04 DOI: 10.1145/3234253.3234291
E. Langbehn, Paul Lubos, Frank Steinicke
{"title":"Evaluation of Locomotion Techniques for Room-Scale VR: Joystick, Teleportation, and Redirected Walking","authors":"E. Langbehn, Paul Lubos, Frank Steinicke","doi":"10.1145/3234253.3234291","DOIUrl":"https://doi.org/10.1145/3234253.3234291","url":null,"abstract":"Due to its multimodal nature virtual reality technology imposes new challenges, for example, when it comes to navigating through a virtual environment. Joystick-based controls and teleportation techniques support only limited self-motion experiences, however, other techniques such as redirected walking provide promising solutions to enable near-natural walking, while overcoming limits of the physical space. In this article, we report an experiment that analyzed the effects of the three different locomotion techniques, i. e., (i) joystick-based, (ii) teleportation, and (iii) redirected walking, on the user's cognitive map building of an indoor virtual environment, as well as effectiveness, motion sickness, presence, and user preferences. Our results suggest that redirected walking performs best regarding the user's ability to unconsciously acquire spatial knowledge about the virtual environment. Redirected walking and teleportation were subjectively preferred over joystick by the participants. Furthermore, we found a significant effect of an increased motion sickness for joystick-based navigation. Hence, redirected walking as well as teleportation are locomotion techniques with different benefits and drawbacks, and should be preferred.","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132064805","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: 152
Perceptual 3D Vision with "Video Byobu" “视频Byobu”感知3D视觉
Proceedings of the Virtual Reality International Conference - Laval Virtual Pub Date : 2018-04-04 DOI: 10.1145/3234253.3234318
T. Kawamoto, N. Liberati, Mario Verdicchio
{"title":"Perceptual 3D Vision with \"Video Byobu\"","authors":"T. Kawamoto, N. Liberati, Mario Verdicchio","doi":"10.1145/3234253.3234318","DOIUrl":"https://doi.org/10.1145/3234253.3234318","url":null,"abstract":"Combinations of multiple displays give us the illusion of three-dimensional perception. We call this phenomenon \"Perceptual 3D Vision\", and we name the multiple display system \"Video Byōbu\". A \"byōbu\" is a traditional Japanese piece of furniture used for room partition and decoration. Its folding style painting provides a kind of three-dimensional space. By mounting multiple displays as a byōbu, we can create an immersive stereoscopic 3D experience.","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134079608","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: 0
DynCam: A Reactive Multithreaded Pipeline Library for 3D Telepresence in VR DynCam:一个响应式多线程流水线库,用于VR中的3D远程呈现
Proceedings of the Virtual Reality International Conference - Laval Virtual Pub Date : 2018-04-04 DOI: 10.1145/3234253.3234299
Christoph Schröder, Mayank Sharma, Jörn Teuber, René Weller, G. Zachmann
{"title":"DynCam: A Reactive Multithreaded Pipeline Library for 3D Telepresence in VR","authors":"Christoph Schröder, Mayank Sharma, Jörn Teuber, René Weller, G. Zachmann","doi":"10.1145/3234253.3234299","DOIUrl":"https://doi.org/10.1145/3234253.3234299","url":null,"abstract":"We contribute a new library, DynCam, for real-time, low latency, streaming point cloud processing with a special focus on telepresence in VR. Our library combines several RGBD-images from multiple distributed sources to a single point cloud and transfers it through a network. This processing is organized as a pipeline that supports implicit multithreading. The pipeline uses functional reactive programming to describe transformations on the data in a declarative way. In contrast to previous libraries, DynCam is platform independent, modular and lightweight. This makes it easy to extend and allows easy integration into existing applications. We have prototypically implemented a telepresence application in the Unreal Engine. Our results show that DynCam outperforms competing libraries concerning latency as well as network traffic.","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114684837","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
Integrability and Reliability of Smart Wearables in Virtual Reality Experiences: A Subjective Review 虚拟现实体验中智能可穿戴设备的可集成性和可靠性:主观评价
Proceedings of the Virtual Reality International Conference - Laval Virtual Pub Date : 2018-04-04 DOI: 10.1145/3234253.3234305
Samory Houzangbe, O. Christmann, G. Gorisse, S. Richir
{"title":"Integrability and Reliability of Smart Wearables in Virtual Reality Experiences: A Subjective Review","authors":"Samory Houzangbe, O. Christmann, G. Gorisse, S. Richir","doi":"10.1145/3234253.3234305","DOIUrl":"https://doi.org/10.1145/3234253.3234305","url":null,"abstract":"Virtual Reality (VR) is now an affordable technology that is starting to penetrate the mass market. While cardboard is the most distributed system, it lacks interaction to provide really engaging experiences. Providing low cost solutions to enhance VR experiences is crucial. We hypothesized that the integration of a smart wristband in a VR experience, provide a reliable and comfortable enough setup to add a biofeedback loop to a game. We created a physiologically enhanced game and coupled it with a smart wristband capable of monitoring one's heart rate. We tested our game with and without biofeedback and compared the reported novelty. We observed a high interest of the participants for the integration of smart wearables in VR. We highlighted the stability of our setup, even in mobility and the reported absence of discomfort created by the addition of the wristband.","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122318943","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
VR Color Grading using Key Views 使用关键视图的VR色彩分级
Proceedings of the Virtual Reality International Conference - Laval Virtual Pub Date : 2018-04-04 DOI: 10.1145/3234253.3234287
T. Pouli, T. H. Phung
{"title":"VR Color Grading using Key Views","authors":"T. Pouli, T. H. Phung","doi":"10.1145/3234253.3234287","DOIUrl":"https://doi.org/10.1145/3234253.3234287","url":null,"abstract":"Color grading is a crucial step in film post-production for defining the creative intent and giving a particular look and feel to the content. In the context of VR, no adapted solutions exist yet for color grading 360° imagery, leading to cumbersome work-arounds and costing precious production time. To enable colorists to work on 360° content without modifying their existing workflows, we introduce the concept of key views---representative rectilinear views extracted from the 360° scene through a visual attention analysis. Key views can be edited independently using traditional color grading approaches. Our solution then seamlessly propagates the edits to the rest of the sphere, allowing for localized grading to be applied but without requiring the use of masks or windows.","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130592767","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
Nectar: Multi-user Spatial Augmented Reality for everyone: Three live demonstrations of educative applications 甘露:多用户空间增强现实:三个教育应用的现场演示
Proceedings of the Virtual Reality International Conference - Laval Virtual Pub Date : 2018-04-04 DOI: 10.1145/3234253.3234317
Jérémy Laviole, Lauren Thévin, Jérémy Albouys-Perrois, Anke M. Brock
{"title":"Nectar: Multi-user Spatial Augmented Reality for everyone: Three live demonstrations of educative applications","authors":"Jérémy Laviole, Lauren Thévin, Jérémy Albouys-Perrois, Anke M. Brock","doi":"10.1145/3234253.3234317","DOIUrl":"https://doi.org/10.1145/3234253.3234317","url":null,"abstract":"In this demonstration we showcase a new spatial augmented reality device (interactive projection) with three applications: education and experimentation of color models, map exploration for visually impaired people and scientific vulgarization of machine learning. The first exhibition is an interactive exploration about the nature of light. Visitors can experiment with additive subtractive color models. We engage them with questions, and they have to reply using cards to find out answers. This exhibit is suitable for children. The second exhibition is about map exploration and creation for Visually Impaired Persons (VIP). VIP generally use tactile maps with braille to learn about an unknown environment. However, these maps are not accessible to the 80% of VIP who don't read braille. Our prototype augments raised-line maps with audio output. The third exhibition is destined to be used for scientific outreach. It enables the creation of artificial neural networks (ANN) using tangible interfaces. Neurons are represented by laser-cut diamond shaped tokens, and the data to learn is printed on cards. The ANN learns to differentiate shapes, and the whole learning process is made visible and interactive. These three applications demonstrate the capabilities of our hardware and software development kit in different scenarios. At ReVo, each demonstration will have its own setup and interactive space.","PeriodicalId":137787,"journal":{"name":"Proceedings of the Virtual Reality International Conference - Laval Virtual","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114585833","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: 9
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