2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)最新文献

筛选
英文 中文
[DC] Emotion Regulation via Eye Gaze [DC]通过眼神调节情绪
Nermin Shaltout
{"title":"[DC] Emotion Regulation via Eye Gaze","authors":"Nermin Shaltout","doi":"10.1109/VRW52623.2021.00238","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00238","url":null,"abstract":"I am a 1st-year PhD student in the field of information science. Currently, there is limited literature catering to emotion regulation using mixed reality embodied agents. The goal of my current research is to design an emotion detection technique that is suited for use with XR embodied agents; intelligent agents that interact with users through a physical or virtual body.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":" May","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113946843","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
Demonstrating High-Precision and High-Fidelity Digital Inking for Virtual Reality 展示高精度和高保真数字墨水的虚拟现实
Hugo Romat, A. Fender, Manuel Meier, Christian Holz
{"title":"Demonstrating High-Precision and High-Fidelity Digital Inking for Virtual Reality","authors":"Hugo Romat, A. Fender, Manuel Meier, Christian Holz","doi":"10.1109/VRW52623.2021.00257","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00257","url":null,"abstract":"Pen computing has become popular with tablet and wall-screen computers for digital precision tasks such as writing, annotating, and drawing. Digital pens have been made possible by the developments in input sensing technologies integrated into such screens. Virtual Reality systems, however, largely detect input using cameras, whose update rates are insufficient for capturing pen input with the necessary fidelity. In this demonstration, we showcase a digital pen for VR that accurately digitizes writing and drawing, including small and quick turns. Our prototype Flashpen repurposes an optical flow sensor from gaming mice, which digitizes minute motions at over 8 kHz when dragged across a surface. We demonstrate several use-cases for Flashpen during interaction in VR, including sketching, selecting, annotating, and writing.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121838067","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
The Bayesian Causal Inference of Body Ownership Model: Use in VR and Plausible Parameter Choices 身体所有权模型的贝叶斯因果推理:在虚拟现实中的应用和合理的参数选择
M. Schubert, Dominik M. Endres
{"title":"The Bayesian Causal Inference of Body Ownership Model: Use in VR and Plausible Parameter Choices","authors":"M. Schubert, Dominik M. Endres","doi":"10.1109/VRW52623.2021.00019","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00019","url":null,"abstract":"Experiencing virtual body ownership is an important component of user experience in virtual reality applications with embodied avatars. A functioning model of body ownership could allow designers of such applications to predict the occurrence of body ownership illusions in users. One attempt at such a model, the Bayesian Causal Inference of Body Ownership (BCIBO) model, explains body ownership as inference about the causes of sensory signals. When sensory signals under consideration (e.g. tactile and visual signals) are attributed to a single object (e.g. a rubber hand), then this object is incorporated into the body. We investigate an unrealistic choice of parameter values in the original specification of the BCIBO model and make some suggestions for improvements.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123865871","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
A-Visor and A-Camera: Arduino-based Cardboard Head-Mounted Controllers for VR Games A-Visor和A-Camera:基于arduino的VR游戏纸板头戴式控制器
Sangmin Park, Hojun Aan, Junhyeong Jo, Hyeonkyu Kim, Sangsun Han, Jimoon Kim, Pilhyoun Yoon, Kibum Kim
{"title":"A-Visor and A-Camera: Arduino-based Cardboard Head-Mounted Controllers for VR Games","authors":"Sangmin Park, Hojun Aan, Junhyeong Jo, Hyeonkyu Kim, Sangsun Han, Jimoon Kim, Pilhyoun Yoon, Kibum Kim","doi":"10.1109/VRW52623.2021.00099","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00099","url":null,"abstract":"The Nintendo Labo: VR KitTM introduced several types of cardboard controllers that allow users to enjoy virtual reality through various interactions. However, it is not compatible with smartphone devices which many people can use to access VR easily. In this study, we used Arduino and a smartphone to create two customized low-cost cardboard head-mounted VR controllers which we called A-Visor and A-Camera. We also created VR games for AVisor and A-Camera using Unity3D. Thus, we present new DIY head-mounted VR controllers that are made by assembling corrugated cardboard materials, Arduino, and sensors, which are readily accessible to DIY enthusiasts.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125316464","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
Combining Natural Techniques to Achieve Seamless Locomotion in Consumer VR Spaces 结合自然技术实现消费者虚拟现实空间的无缝运动
Hannah Paulmann, Tim Mayer, Marc Barnes, Dennis Briddigkeit, Frank Steinicke, E. Langbehn
{"title":"Combining Natural Techniques to Achieve Seamless Locomotion in Consumer VR Spaces","authors":"Hannah Paulmann, Tim Mayer, Marc Barnes, Dennis Briddigkeit, Frank Steinicke, E. Langbehn","doi":"10.1109/VRW52623.2021.00079","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00079","url":null,"abstract":"We introduce a seamless locomotion concept designed for a commercial VR game. The locomotion concept was designed with the following goal: The whole game can be explored entirely without teleportation or joystick steering but only by natural locomotion. This should create a seamless fusion of exploration and discovery and, therefore, maximize presence and accessibility. Therefore, our game leverages a mix of different techniques: 1) Redirected Walking techniques such as rotation gains and impossible spaces, 2) Passive travel like lifts, moving platforms, vehicles, etc., 3) Indirect movement such as climbing, pulling a rope to move a raft, etc. Furthermore, these techniques are extended by or coupled with physical interactions or movements like crawling, jumping or sliding around corners, to distract player during the manipulation. The seamless integration of all these techniques enables the player to walk around freely in the recommended room-scale play space of 2x2 meters, while exploring a potentially infinite virtual space.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"354 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122764177","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
Virtual Optical Bench: A VR learning tool for optical design 虚拟光学工作台:用于光学设计的VR学习工具
Sebastian Pape, M. Bellgardt, David Gilbert, Georg König, T. Kuhlen
{"title":"Virtual Optical Bench: A VR learning tool for optical design","authors":"Sebastian Pape, M. Bellgardt, David Gilbert, Georg König, T. Kuhlen","doi":"10.1109/VRW52623.2021.00200","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00200","url":null,"abstract":"The design of optical lens assemblies is a difficult process that re-quires lots of expertise. The teaching of this process today is done on physical optical benches, which are often too expensive for students to purchase. One way of circumventing these costs is to use software to simulate the optical bench. This work presents a virtual optical bench, which leverages realtime ray tracing in combination with VR rendering to create a teaching tool which creates a repeatable, non-hazardous and feature-rich learning environment. The resulting application was evaluated in an expert review with 6 optical engineers.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127727909","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
Effects of Different Auditory Feedback Frequencies in Virtual Reality 3D Pointing Tasks 不同听觉反馈频率对虚拟现实三维指向任务的影响
Anil Ufuk Batmaz, W. Stuerzlinger
{"title":"Effects of Different Auditory Feedback Frequencies in Virtual Reality 3D Pointing Tasks","authors":"Anil Ufuk Batmaz, W. Stuerzlinger","doi":"10.1109/VRW52623.2021.00042","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00042","url":null,"abstract":"Auditory error feedback is commonly used in 3D Virtual Reality (VR) pointing experiments to increase participants’ awareness of their misses. However, few papers describe the parameters of the auditory feedback, such as the frequency. In this study, we asked 15 participants to perform an ISO 9241-411 pointing task in a distributed remote experiment. In our study, we used three forms of auditory feedback, i.e., C4 (262 Hz), C8 (4186 Hz) and none. According to the results, we observed a speed-accuracy trade-off for the C8 tones compared to C4 ones: subjects were slower, and their throughput performance decreased with the C8 while their error rate decreased. Still, for larger targets there was no speed-accuracy trade-off, and subjects were only slower with C8 tones. Overall, the frequency of the feedback had a significant impact on the user’s performance. We thus suggest that practitioners, developers, and designers report the frequency they used in their VR applications.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132755213","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
Dynamic Projection Mapping with 3D Images Using Volumetric Display 使用体积显示的3D图像的动态投影映射
Masumi Kiyokawa, N. Hashimoto
{"title":"Dynamic Projection Mapping with 3D Images Using Volumetric Display","authors":"Masumi Kiyokawa, N. Hashimoto","doi":"10.1109/VRW52623.2021.00181","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00181","url":null,"abstract":"Recently, projection mapping has become popular that it is used in various entertainments. In the research field, dynamic projection mapping has been studied to change the appearance of moving and deforming objects. Although it seamlessly connects the real world and the virtual world, complex equipment surrounds the object to achieve advanced projection and it is an unnecessarily visually disturbing factor. Furthermore, projection images are occluded when the target object is grasped and manipulated by hand. In this study, we propose a novel dynamic projection mapping with invisible projection devices with 3D images using a volumetric display and retro-transmissive optics.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134116905","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
Co-assemble: A collaborative AR cross-devices teaching system for assemble practice courses 协同装配:面向装配实践课程的协同AR跨设备教学系统
Yanxiang Zhang, Jiaming Cheng, Jia Wang, Lei Zhao
{"title":"Co-assemble: A collaborative AR cross-devices teaching system for assemble practice courses","authors":"Yanxiang Zhang, Jiaming Cheng, Jia Wang, Lei Zhao","doi":"10.1109/VRW52623.2021.00138","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00138","url":null,"abstract":"Assembly trainings in engineering drawing courses mainly rely on physical models, revealing many limitations. We use augmented reality and Azure Spatial Anchors to design \"Co-assemble,\" a multi-user cross-device collaborative system for the assembly practice on mobile devices. There are three modes in the system: single, collaboration, and class. It will help students understanding the models’ structure and assembly activities and help teachers easily teach or monitor classes. We also presented and discussed the results of the preliminary user study evaluating the system.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134390361","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
Virtual Reality in transit: how acceptable is VR use on public transport? 交通中的虚拟现实:VR在公共交通上的可接受程度如何?
Laura Bajorunaite, S. Brewster, J. Williamson
{"title":"Virtual Reality in transit: how acceptable is VR use on public transport?","authors":"Laura Bajorunaite, S. Brewster, J. Williamson","doi":"10.1109/VRW52623.2021.00098","DOIUrl":"https://doi.org/10.1109/VRW52623.2021.00098","url":null,"abstract":"When travelling on public transport, passengers use devices such as mobile phones or laptops to pass the time. VR (Virtual Reality) head-mounted displays could provide advantages over these devices by delivering personal and private experiences that help the wearer escape their confined space. This paper presents the key factors that influence VR acceptance on different modes of public transport (from buses to aeroplanes), uncovered through two surveys (N1=60, N2=108). An initial analysis of responses revealed unique passenger needs and challenges currently preventing wider VR adoption, creating parameters for future research.","PeriodicalId":256204,"journal":{"name":"2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134565672","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
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信