Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology最新文献

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MR video fusion: interactive 3D modeling and stitching on wide-baseline videos 磁共振视频融合:交互式3D建模和拼接宽基线视频
Yi Zhou, Mingjun Cao, Jingdi You, Ming Meng, Yuehua Wang, Zhong Zhou
{"title":"MR video fusion: interactive 3D modeling and stitching on wide-baseline videos","authors":"Yi Zhou, Mingjun Cao, Jingdi You, Ming Meng, Yuehua Wang, Zhong Zhou","doi":"10.1145/3281505.3281513","DOIUrl":"https://doi.org/10.1145/3281505.3281513","url":null,"abstract":"A major challenge facing camera networks today is how to effectively organizing and visualizing videos in the presence of complicated network connection and overwhelming and even increasing amount of data. Previous works focus on 2D stitching or dynamic projection to 3D models, such as panorama and Augmented Virtual Environment (AVE), and haven't given an ideal solution. We present a novel method of multiple video fusion in 3D environment, which produces a highly comprehensive imagery and yields a spatio-temporal consistent scene. User initially interact with a newly designed background model named video model to register and stitch videos' background frames offline. The method then fuses the offline results to render videos in a real time manner. We demonstrate our system on 3 real scenes, each of which contains dozens of wide-baseline videos. The experimental results show that, our 3D modeling interface developed with the our presented model and method can efficiently assist the users to seamlessly integrate videos by comparing to commercial-off-the-shelf software with less operating complexity and more accurate 3D environment. The stitching method proposed by us is much more robust against the position, orientation, attribute differences among videos than the start-of-the-art methods. More importantly, this study sheds light on how to use the 3D techniques to solve 2D problems in realistic and we validate its feasibility.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116872969","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: 6
Perceived weight of a rod under augmented and diminished reality visual effects 感知杆的重量在增强和减弱的现实视觉效果
Satoshi Hashiguchi, Shohei Mori, Miho Tanaka, F. Shibata, Asako Kimura
{"title":"Perceived weight of a rod under augmented and diminished reality visual effects","authors":"Satoshi Hashiguchi, Shohei Mori, Miho Tanaka, F. Shibata, Asako Kimura","doi":"10.1145/3281505.3281545","DOIUrl":"https://doi.org/10.1145/3281505.3281545","url":null,"abstract":"We can use augmented reality (AR) and diminished reality (DR) in combination, in practice. However, to the best of our knowledge, there is no research on the validation of the cross-modal effects in AR and DR. Our research interest here is to investigate how this continuous visual changes between AR and DR would change our weight sensation of an object. In this paper, we built a system that can continuously extend and reduce the amount of visual entity of real objects using AR and DR renderings to confirm that users can perceive things heavier and lighter than they actually are in the same manner as SWI. Different from the existing research where either AR or DR visual effects were used, we validated one of cross-modal effects in the context of both continuous AR and DR visuo-haptic. Regarding the weight sensation, we found that such cross-modal effect can be approximated with a continuous linear relationship between the weight and length of real objects. Our experimental results suggested that the weight sensation is closely related to the positions of the center of gravity (CoG) and perceived CoG positions lie within the object's entity under the examined conditions.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127264918","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: 6
Comparison of the usability of a car infotainment system in a mixed reality environment and in a real car 汽车信息娱乐系统在混合现实环境和真实汽车中的可用性比较
Anna Bolder, S. Grünvogel, E. Angelescu
{"title":"Comparison of the usability of a car infotainment system in a mixed reality environment and in a real car","authors":"Anna Bolder, S. Grünvogel, E. Angelescu","doi":"10.1145/3281505.3281512","DOIUrl":"https://doi.org/10.1145/3281505.3281512","url":null,"abstract":"Instead of installing new control modes for infotainments systems in a real vehicle for testing, it is an attractive idea (saving time and cost) to evaluate and develop these systems in a mixed reality (MR) environment. The central question of the study is whether the usability evaluation of a car entertainment system within a MR environment provides the same results as the evaluation of the car entertainment system within a real car. For this purpose a prototypical car infotainment system was built and integrated into a real car and into a MR environment. The MR environment represents the interior of the car and uses finger tracking and real haptic control elements of the center console of a car. Two test groups were assigned to the two different test environments. The study shows, that the usability is rated similar in both environments although readability and representation within the infotainment system is problematic.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"56 34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124952071","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: 14
Indoor AR navigation using tilesets 室内AR导航使用瓷砖组
Tarush Rustagi, Kyungjin Yoo
{"title":"Indoor AR navigation using tilesets","authors":"Tarush Rustagi, Kyungjin Yoo","doi":"10.1145/3281505.3281575","DOIUrl":"https://doi.org/10.1145/3281505.3281575","url":null,"abstract":"This paper demonstrates the methodology and findings of creating an augmented reality navigation app that uses tilesets to create the navigation. It illustrates the method in which the app was created - using vector data and uploading it to MapBox, then accessing that data in Unity through the MapBox API and map editor and then overlaying the camera input with the navigation path layer. The application was tested by creating multiple arbitrary navigation scenarios and checking them for various factors. The main finding of this research is that this navigation solution works better than GPS indoor navigation.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114482866","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
Design-led 3D visualization of nanomedicines in virtual reality 以设计为主导的纳米药物在虚拟现实中的三维可视化
Andrew R. Lilja, Campbell W. Strong, Benjamin J. Bailey, K. Thurecht, Z. H. Houston, N. Fletcher, J. McGhee
{"title":"Design-led 3D visualization of nanomedicines in virtual reality","authors":"Andrew R. Lilja, Campbell W. Strong, Benjamin J. Bailey, K. Thurecht, Z. H. Houston, N. Fletcher, J. McGhee","doi":"10.1145/3281505.3281572","DOIUrl":"https://doi.org/10.1145/3281505.3281572","url":null,"abstract":"Nanomedicines are a promising addition to the arsenal of new cancer therapies. During development, scientists must precisely track their distribution in the body, a task that can be severely limited by traditional 2D displays. With its stereoscopic capacity and real-time interactivity, virtual reality (VR) provides an encouraging platform to accurately visualize dynamic 3D volumetric data. In this research, we develop a prototype application to track nanomedicines in VR. This platform has the potential to enhance data assessment, comprehension and communication in preclinical research which may ultimately influence the paradigm of future clinical protocols.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130316085","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
Realistic simulation of progressive vision diseases in virtual reality 虚拟现实中进行性视力疾病的逼真模拟
Simon Stock, Christina Erler, W. Stork
{"title":"Realistic simulation of progressive vision diseases in virtual reality","authors":"Simon Stock, Christina Erler, W. Stork","doi":"10.1145/3281505.3283395","DOIUrl":"https://doi.org/10.1145/3281505.3283395","url":null,"abstract":"People with a visual impairment perceive their surroundings differently than those with healthy vision. It can be difficult to understand how affected perceive their surroundings, even for themselves. We introduce a virtual reality (VR) platform capable of simulating the effects of common visual impairments. With this system we are able to create a realistic VR representation of actual visual fields obtained from a medical perimeter.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121956612","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: 11
Training in IVR: investigating the effect of instructor design on social presence and performance of the VR user IVR培训:调查讲师设计对VR用户社会存在和表现的影响
Ceenu George, M. Spitzer, H. Hussmann
{"title":"Training in IVR: investigating the effect of instructor design on social presence and performance of the VR user","authors":"Ceenu George, M. Spitzer, H. Hussmann","doi":"10.1145/3281505.3281543","DOIUrl":"https://doi.org/10.1145/3281505.3281543","url":null,"abstract":"We investigate instructor representations (IRs) in the context of virtual trainings with head mounted displays (HMD). Despite the recently increased industry and research focus on virtual training in immersive virtual reality (IVR), the effect of IRs on the performer (VR user) has received little attention. We present the results of a study (N=33), evaluating the effect of three IRs - webcam, avatar and sound-only - on social presence (SP) and performance (PE) of the VR user during task completion. Our results show that instructor representation has an effect on SP and that, contrary to our assumption based on prior work, it affects performance negatively.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"33 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134092360","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
Effects of low video latency between visual information and physical sensation in immersive environments 沉浸式环境中视觉信息和物理感觉之间低视频延迟的影响
Takuya Kadowaki, M. Maruyama, T. Hayakawa, Naoki Matsuzawa, Kenichiro Iwasaki, M. Ishikawa
{"title":"Effects of low video latency between visual information and physical sensation in immersive environments","authors":"Takuya Kadowaki, M. Maruyama, T. Hayakawa, Naoki Matsuzawa, Kenichiro Iwasaki, M. Ishikawa","doi":"10.1145/3281505.3281609","DOIUrl":"https://doi.org/10.1145/3281505.3281609","url":null,"abstract":"This study aims to investigate the impact on the user's performance when there is latency between the user's physical input to the system and the visual feedback. We developed a video latency control system to film the user's hand movements and control the latency when displaying the video (The standard deviation is 0.38 ms). The minimum latency of the system is 4.3 ms, hence this enables us to investigate the performance for unknown low latency ranges. Using this system, we conducted experiments wherein 20 subjects performed a pointing task based on Fitts' law to clarify the effect of video latency, particularly for low latency. Experimental results showed that when the latency is over 24.3 ms, the user performance begins to decrease. This result will be applied to determine a standard limit for video latency in interactive video devices.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129404864","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
Gigapixel virtual reality employing live superzoom cameras 使用实时超变焦相机的十亿像素虚拟现实
Olli Koskinen, I. Rakkolainen, R. Raisamo
{"title":"Gigapixel virtual reality employing live superzoom cameras","authors":"Olli Koskinen, I. Rakkolainen, R. Raisamo","doi":"10.1145/3281505.3281586","DOIUrl":"https://doi.org/10.1145/3281505.3281586","url":null,"abstract":"We present a live gigapixel virtual reality system employing a 360° camera, a superzoom camera with a pan-tilt robotic head, and a head-mounted display (HMD). The system is capable of showing on-demand gigapixel-level subregions of 360° videos. Similar systems could be used to have live feed for foveated rendering HMDs.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131187704","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
Phantazuma
Kazuma Chiba, Yunosuke Nakayama, Tomoko Hashida
{"title":"Phantazuma","authors":"Kazuma Chiba, Yunosuke Nakayama, Tomoko Hashida","doi":"10.1145/3281505.3281596","DOIUrl":"https://doi.org/10.1145/3281505.3281596","url":null,"abstract":"In this research, we aim to create a stage machinery enabling audience members of a stage performance to watch different contents dependent to their position. To achieve this goal, we combined a vision control film whose transparency changes depending on the viewing angle with the classic Pepper's ghost effect. Therefore, the system enables the audience members in the same theater to watch different scenes (live actors only, ghosts only, or both) depending on their position. This paper will describe our research motivation, design and implementation of the proposed system, and the operation results.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115711961","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
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