2016 IEEE Virtual Reality (VR)最新文献

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Effects of field of regard and stereoscopy and the validity of MR simulation for visual analysis of scientific data 视场和立体感对科学数据可视化分析的影响及MR模拟的有效性
2016 IEEE Virtual Reality (VR) Pub Date : 2016-07-07 DOI: 10.1109/VR.2016.7504730
W. Lages, B. Laha, Wesley Miller, Johannes Novotny, D. Laidlaw, J. Socha, D. Bowman
{"title":"Effects of field of regard and stereoscopy and the validity of MR simulation for visual analysis of scientific data","authors":"W. Lages, B. Laha, Wesley Miller, Johannes Novotny, D. Laidlaw, J. Socha, D. Bowman","doi":"10.1109/VR.2016.7504730","DOIUrl":"https://doi.org/10.1109/VR.2016.7504730","url":null,"abstract":"We report the findings of a study designed to evaluate the effect of stereopsis and field of regard (FOR) in two different mixed reality (MR) simulation platforms: a head-mounted display (HMD) and a CAVE. We compared the performance of participants on two levels of stereopsis (mono and stereo) and two levels of FOR (90 degrees and 270 degrees) using a variety of scientific visualization tasks. Among the findings, we observed that not all the effects were consistent between the platforms. Stereo alone or in combination with higher FOR improved completion time on both platforms. However, adding stereo solely reduced the accuracy of the participants on the CAVE and improved on the HMD. Our findings extend prior knowledge on the contribution of visual fidelity components and suggests potential limits on MR simulation between platforms.","PeriodicalId":189826,"journal":{"name":"2016 IEEE Virtual Reality (VR)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125718016","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
Low-cost raycast-based coordinate system registration for consumer depth cameras 用于消费者深度相机的低成本基于光线投射的坐标系配准
2016 IEEE Virtual Reality (VR) Pub Date : 2016-07-07 DOI: 10.1109/VR.2016.7504778
Dennis Wiebusch, Martin Fischbach, Florian Niebling, Marc Erich Latoschik
{"title":"Low-cost raycast-based coordinate system registration for consumer depth cameras","authors":"Dennis Wiebusch, Martin Fischbach, Florian Niebling, Marc Erich Latoschik","doi":"10.1109/VR.2016.7504778","DOIUrl":"https://doi.org/10.1109/VR.2016.7504778","url":null,"abstract":"We present four raycast-based techniques that determine the transformation between a depth camera's coordinate system and the coordinate system defined by a rectangular surface. In addition, the surface's dimensions are measured. In contrast to other approaches, these techniques limit additional hardware requirements to commonly available, low-cost artifacts and focus on simple non-laborious procedures. A preliminary study examining our Kinect v2-based proof of concept revealed promising first results. The utilized software is available as an open-source project.","PeriodicalId":189826,"journal":{"name":"2016 IEEE Virtual Reality (VR)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115712167","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
The role of interaction in virtual embodiment: Effects of the virtual hand representation 交互在虚拟化身中的作用:虚拟手表征的效果
2016 IEEE Virtual Reality (VR) Pub Date : 2016-03-19 DOI: 10.1109/VR.2016.7504682
F. Argelaguet, Ludovic Hoyet, Michaël Trico, A. Lécuyer
{"title":"The role of interaction in virtual embodiment: Effects of the virtual hand representation","authors":"F. Argelaguet, Ludovic Hoyet, Michaël Trico, A. Lécuyer","doi":"10.1109/VR.2016.7504682","DOIUrl":"https://doi.org/10.1109/VR.2016.7504682","url":null,"abstract":"How do people appropriate their virtual hand representation when interacting in virtual environments? In order to answer this question, we conducted an experiment studying the sense of embodiment when interacting with three different virtual hand representations, each one providing a different degree of visual realism but keeping the same control mechanism. The main experimental task was a Pick-and-Place task in which participants had to grasp a virtual cube and place it to an indicated position while avoiding an obstacle (brick, barbed wire or fire). An additional task was considered in which participants had to perform a potentially dangerous operation towards their virtual hand: place their virtual hand close to a virtual spinning saw. Both qualitative measures and questionnaire data were gathered in order to assess the sense of agency and ownership towards each virtual hand. Results show that the sense of agency is stronger for less realistic virtual hands which also provide less mismatch between the participant's actions and the animation of the virtual hand. In contrast, the sense of ownership is increased for the human virtual hand which provides a direct mapping between the degrees of freedom of the real and virtual hand.","PeriodicalId":189826,"journal":{"name":"2016 IEEE Virtual Reality (VR)","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114990904","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: 251
Adaptive information density for augmented reality displays 增强现实显示器的自适应信息密度
2016 IEEE Virtual Reality (VR) Pub Date : 2016-03-19 DOI: 10.1109/VR.2016.7504691
Markus Tatzgern, V. Orso, Denis Kalkofen, Giulio Jacucci, L. Gamberini, D. Schmalstieg
{"title":"Adaptive information density for augmented reality displays","authors":"Markus Tatzgern, V. Orso, Denis Kalkofen, Giulio Jacucci, L. Gamberini, D. Schmalstieg","doi":"10.1109/VR.2016.7504691","DOIUrl":"https://doi.org/10.1109/VR.2016.7504691","url":null,"abstract":"Augmented Reality (AR) browsers show geo-referenced data in the current view of a user. When the amount of data grows too large, the display quickly becomes cluttered. Clustering items by spatial and semantic attributes can temporarily alleviate the issue, but is not effective against an increasing amount of data. We present an adaptive information density display for AR that balances the amount of presented information against the potential clutter created by placing items on the screen. We use hierarchical clustering to create a level-of-detail structure, in which nodes closer to the root encompass groups of items, while the leaf nodes contain single items. Our method selects items and groups from different levels of this hierarchy based on user-defined preferences and on the amount of visual clutter caused by placing these items. The number of presented items is adapted during user interaction to avoid clutter. We compare our interface to a conventional AR browser interface in a qualitative user study. Users clearly preferred our interface, because it provided a better overview of the data and allowed for easier comparison. In a second study, we evaluated the effect of different degrees of clustering on search and recall tasks. Users generally made fewer errors, when using our interface for a search task, which indicates that the reduced clutter allowed them to stay focused on finding the relevant items.","PeriodicalId":189826,"journal":{"name":"2016 IEEE Virtual Reality (VR)","volume":"174 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121351371","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: 40
Mechanism of inhibitory effect of cathodal current tongue stimulation on five basic tastes 阴极电流舌头刺激对五种基本味觉的抑制作用机制
2016 IEEE Virtual Reality (VR) Pub Date : 2016-03-19 DOI: 10.1109/VR.2016.7504762
S. Sakurai, K. Aoyama, Nobuhisa Miyamoto, Makoto Mizukami, M. Furukawa, T. Maeda, H. Ando
{"title":"Mechanism of inhibitory effect of cathodal current tongue stimulation on five basic tastes","authors":"S. Sakurai, K. Aoyama, Nobuhisa Miyamoto, Makoto Mizukami, M. Furukawa, T. Maeda, H. Ando","doi":"10.1109/VR.2016.7504762","DOIUrl":"https://doi.org/10.1109/VR.2016.7504762","url":null,"abstract":"The mechanism by which cathodal current stimulation exerts inhibitory effects on the five basic tastes is revealed herein. The objective of this paper is to successfully achieve inhibition of sweetness by cathodal current electrical stimulation to the tongue, which has not been reported to date, though inhibition of salty and umami perception has been documented. By focusing on the electrophoresis of ions generated by dissolution of taste-inducing substances in water, this paper indicates how human gustation is inhibited by electrical stimulation, which is a key addition to the knowledgebase for achieving control of all five basic tastes.","PeriodicalId":189826,"journal":{"name":"2016 IEEE Virtual Reality (VR)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123700748","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
Evaluating wide-field-of-view augmented reality with mixed reality simulation 基于混合现实仿真的大视场增强现实评估
2016 IEEE Virtual Reality (VR) Pub Date : 2016-03-19 DOI: 10.1109/VR.2016.7504692
Donghao Ren, Tibor Goldschwendt, YunSuk Chang, Tobias Höllerer
{"title":"Evaluating wide-field-of-view augmented reality with mixed reality simulation","authors":"Donghao Ren, Tibor Goldschwendt, YunSuk Chang, Tobias Höllerer","doi":"10.1109/VR.2016.7504692","DOIUrl":"https://doi.org/10.1109/VR.2016.7504692","url":null,"abstract":"Full-surround augmented reality, with augmentations spanning the entire human field of view and beyond, is an under-explored topic since there is currently no hardware that can support it. As current AR displays only support relatively small fields of view, most AR applications to-date employ relatively small point-based annotations of the physical world. Anticipating a change in AR capabilities, we experiment with wide-field-of-view annotations that link elements far apart in the visual field. We have built a system that uses full-surround virtual reality to simulate augmented reality with different field of views, with and without tracking artifacts. We conducted a study comparing user performance on five different task groups within an information-seeking scenario, comparing two different fields of view and presence and absence of tracking artifacts. A constrained field of view significantly increased task completion time. We found indications for task time effects of tracking artifacts to vary depending on age.","PeriodicalId":189826,"journal":{"name":"2016 IEEE Virtual Reality (VR)","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125554143","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: 63
A tour guiding system of historical relics based on augmented reality 一种基于增强现实的文物导览系统
2016 IEEE Virtual Reality (VR) Pub Date : 2016-03-19 DOI: 10.1109/VR.2016.7504776
Xiaodong Wei, Dongdong Weng, Yue Liu, Yongtian Wang
{"title":"A tour guiding system of historical relics based on augmented reality","authors":"Xiaodong Wei, Dongdong Weng, Yue Liu, Yongtian Wang","doi":"10.1109/VR.2016.7504776","DOIUrl":"https://doi.org/10.1109/VR.2016.7504776","url":null,"abstract":"Yuanmingyuan is a relic park and only few cultural relics are left due to the looting and burning down in history, which makes that most of the scenic spots of the park look boring. To address such issue, a game-based guidance system for Yuanmingyuan and a time travel game called MAGIC-EYES has been proposed with Augmented Reality technology. Six interactive modes are designed in the proposed system to guide tourists to visit the specified place. The evaluation results of a pilot study shows that the proposed guidance system has significantly improved the tourist experiences.","PeriodicalId":189826,"journal":{"name":"2016 IEEE Virtual Reality (VR)","volume":"125 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122853860","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
Automatic identification of rigidly linked 6DoF sensors 自动识别刚性连接的6DoF传感器
2016 IEEE Virtual Reality (VR) Pub Date : 2016-03-19 DOI: 10.1109/VR.2016.7504710
Jake Fountain, Shamus P. Smith
{"title":"Automatic identification of rigidly linked 6DoF sensors","authors":"Jake Fountain, Shamus P. Smith","doi":"10.1109/VR.2016.7504710","DOIUrl":"https://doi.org/10.1109/VR.2016.7504710","url":null,"abstract":"We present techniques for automatically identifying relationships between rigidly linked 6DoF and 3DoF sensors belonging to different sensor systems. The techniques allow for subsequent automatic alignment of the sensor systems, increasing the usability of modular sensor systems. Two techniques are presented and analysed in simulation and a case study for performance under varying noise and latency conditions. Good results were achieved, with each sensor identified correctly in at least 60% of estimates, or 4 times greater than random selection. After a sample collection period of around 5 seconds, the matching is performed in less than 5ms and is scalable to noisier systems by using more samples. Our methods represent a key step in creating highly accessible modular multi-device 3D systems.","PeriodicalId":189826,"journal":{"name":"2016 IEEE Virtual Reality (VR)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126699396","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
De-escalation training in an augmented virtuality space 增强虚拟空间中的降级训练
2016 IEEE Virtual Reality (VR) Pub Date : 2016-03-19 DOI: 10.1109/VR.2016.7504713
C. Hughes, Kathleen M. Ingraham
{"title":"De-escalation training in an augmented virtuality space","authors":"C. Hughes, Kathleen M. Ingraham","doi":"10.1109/VR.2016.7504713","DOIUrl":"https://doi.org/10.1109/VR.2016.7504713","url":null,"abstract":"This poster describes the TeachLivE paradigm, its application to de-escalation training, especially for law enforcement personnel, and the realization of this in a four-walled augmented virtuality space. Emphasis is placed on how the resulting physical presence increases co-presence and social presence, leading to an immersive and effective learning environment.","PeriodicalId":189826,"journal":{"name":"2016 IEEE Virtual Reality (VR)","volume":"107 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116278311","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
A low-cost, low-latency approach to dynamic immersion in occlusive head-mounted displays 一种低成本、低延迟的闭塞头戴式显示器动态沉浸方法
2016 IEEE Virtual Reality (VR) Pub Date : 2016-03-19 DOI: 10.1109/VR.2016.7504733
R. Lindeman
{"title":"A low-cost, low-latency approach to dynamic immersion in occlusive head-mounted displays","authors":"R. Lindeman","doi":"10.1109/VR.2016.7504733","DOIUrl":"https://doi.org/10.1109/VR.2016.7504733","url":null,"abstract":"In this poster, we introduce the notion of using LCD panels for controlling the level of immersion provided by head-mounted displays (HMDs). We propose replacing the cowling around typical “ski-goggle” type HMDs with LCD panels of the type used in commodity active-stereo glasses used in movie theaters. The panels can be controlled using very simple stand-alone circuitry and/or a micro-controller to vary the amount of the real world that is visible in the periphery of the user. This can drastically increase the usability of consumer HMDs, because it allows users to see objects in their immediate surroundings (e.g., the keyboard and mouse), can be used to counter cybersickness by providing natural cues when needed, and introduces no added latency into the system. We show several prototypes of our approach using Google Cardboard, and provide some initial thoughts on the systems.","PeriodicalId":189826,"journal":{"name":"2016 IEEE Virtual Reality (VR)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122003612","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
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