2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)最新文献

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Validating Virtual Reality as an Effective Training Medium in the Security Domain 验证虚拟现实作为安全领域有效的培训媒介
2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2019-08-15 DOI: 10.1109/VR.2019.8798371
J. Saunders, Steffi Davey, P. Bayerl, P. Lohrmann
{"title":"Validating Virtual Reality as an Effective Training Medium in the Security Domain","authors":"J. Saunders, Steffi Davey, P. Bayerl, P. Lohrmann","doi":"10.1109/VR.2019.8798371","DOIUrl":"https://doi.org/10.1109/VR.2019.8798371","url":null,"abstract":"Virtual Reality (VR) training simulations are an idea which is being explored in numerous industries and professions. However, evidence purporting to the effectiveness of VR technology in relation to standard real-world exercises is still relatively thin. In this paper, we discuss our approach for validating the effectiveness of a VR training for law enforcement professionals in the context of the AUGGMED project, and present results of the validation study. Our study indicates that realistic VR-based trainings, either by themselves or in combination with the traditional hands-on training, can be as effective as highly resource-intensive practical training sessions.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-08-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125183115","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: 16
[DC] Designing VR for Teamwork: The Influence of HMD VR Communication Capabilities on Teamwork Competencies [DC]基于团队合作的VR设计:HMD VR沟通能力对团队合作能力的影响
2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2019-08-15 DOI: 10.1109/VR.2019.8798147
Beata-Noemi Balint
{"title":"[DC] Designing VR for Teamwork: The Influence of HMD VR Communication Capabilities on Teamwork Competencies","authors":"Beata-Noemi Balint","doi":"10.1109/VR.2019.8798147","DOIUrl":"https://doi.org/10.1109/VR.2019.8798147","url":null,"abstract":"With recent technological advancements, Virtual Reality (VR) has been advocated as an effective team training delivery method. However, to date, research has focused on demonstrating its effectiveness at the system level rather than isolating those factors within the system design (e.g. display size) that may influence the development of teamwork competencies. Communication is a significant component of teamwork. However, within Head Mounted Display (HMD)-based VR systems, communication is computer-mediated, resulting in the deprivation of important audio and visual cues. This research project therefore investigates the following question: “How do system design attributes that manipulate communication in HMD VR training systems affect the team's ability for effective performance?”.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-08-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114584938","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
Collaborative and Competitive Futures for Virtual Reality Music and Sound 虚拟现实音乐和声音的合作和竞争未来
2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798166
Rob Hamilton
{"title":"Collaborative and Competitive Futures for Virtual Reality Music and Sound","authors":"Rob Hamilton","doi":"10.1109/VR.2019.8798166","DOIUrl":"https://doi.org/10.1109/VR.2019.8798166","url":null,"abstract":"The histories of virtual reality systems draw heavily from foundational work in telepresence and robotics, cinema and gaming. Across each of these disciplines the roles of “player” and “audience” member vary significantly, as do the rules, affordances and experiential goals put forth by the systems themselves. As such, designers and developers of interactive virtual (here defined as including mixed and augmented) reality systems are faced with a fundamental choice: to create experiences that are inherently collaborative or competitive. While on the surface such a choice might seem a simple articulation of the core design principles for any one given project, the directions in which virtual reality systems are guided and the impacts these choices will have on societal acceptance of VR as a principal component of our technological futures should not be ignored. This paper discusses models of collaboration and competition as put forth within a series of interactive virtual experiences and proposes an ideal future for virtual reality in which interactivity and telepresence leverage collaboration as a core mechanic.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"140 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115458862","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
Virtual Reality Wound Care Training for Clinical Nursing Education: An Initial User Study 临床护理教育中的虚拟现实伤口护理培训:初步用户研究
2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797741
K. Choi
{"title":"Virtual Reality Wound Care Training for Clinical Nursing Education: An Initial User Study","authors":"K. Choi","doi":"10.1109/VR.2019.8797741","DOIUrl":"https://doi.org/10.1109/VR.2019.8797741","url":null,"abstract":"Wound care is an essential nursing competency, where dressing change is an important component. Compliance with aseptic procedures and techniques is necessary to reduce the risk of infection. Proficiency in the skills can be developed through adequate practice. In this paper, use of virtual reality is proposed to provide more practice opportunity. An immersive virtual environment is developed to simulate the steps of changing a simple wound dressing. Positive comments are obtained from an initial user study on usability with an experienced nurse and an undergraduate nursing student. Comprehensive evaluation will be conducted to further improve the simulation.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127548647","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
A Hybrid RTK GNSS and SLAM Outdoor Augmented Reality System RTK GNSS和SLAM混合户外增强现实系统
2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798315
Frank Ling, Carmine Elvezio, J. Bullock, Steve Henderson, Steven K. Feiner
{"title":"A Hybrid RTK GNSS and SLAM Outdoor Augmented Reality System","authors":"Frank Ling, Carmine Elvezio, J. Bullock, Steve Henderson, Steven K. Feiner","doi":"10.1109/VR.2019.8798315","DOIUrl":"https://doi.org/10.1109/VR.2019.8798315","url":null,"abstract":"In the real world, we are surrounded by potentially important data. For example, military personnel and first responders may need to understand the layout of an environment, including the locations of designated assets, specified in latitude and longitude. However, many augmented reality (AR) systems cannot associate absolute geographic coordinates with the coordinate system in which they track. We describe a simple approach for developing a wide-area outdoor wearable AR system that uses RTK GNSS position tracking to align together and georegister multiple smaller maps from an existing SLAM tracking system.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"4 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126066757","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: 8
Position Paper: Factors of Perceived Tactile Cue Dominance when Interacting with Moving Virtual Objects 立场文件:感知触觉线索优势的因素,当与移动的虚拟物体互动
2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797991
Rajiv Khadka, Amy Banic
{"title":"Position Paper: Factors of Perceived Tactile Cue Dominance when Interacting with Moving Virtual Objects","authors":"Rajiv Khadka, Amy Banic","doi":"10.1109/VR.2019.8797991","DOIUrl":"https://doi.org/10.1109/VR.2019.8797991","url":null,"abstract":"Prior work has shown that visual cues are more dominant than tactile cues for static objects. When texture and material properties are added, the reverse is true. However, it is not well understood which cues play a role in perceiving these textures when objects are moving. In this paper, we present an evaluation investigating speed and angular direction mismatch between visual and tactile information while objects are moving. Our results show that when objects are stationary or moving slowly, the sense of touch dominates visual cues; but as the speed increases, visual cues dominate tactile cues. When tactile and visual cues were not matching for moving virtual objects, visual cues were more dominant when the virtual objects moved at angles less than 30 degrees different than the tactile feedback in either direction. Therefore, potentially a 1D directional haptic device with physical texture substitutions may be able to convey sufficient realism when touching virtual objects that are moving faster than 4-8cm/s and with a difference in angular direction of 30 degrees or less. In this paper, we also present the limitations of this work and outline a research agenda for future investigation of visual and tactile cue dominance for perceiving textures of virtual objects moving in a virtual environment.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125419887","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
Motivation to Select Point of View in Cinematic Virtual Reality 电影虚拟现实中视点选择的动机
2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798184
A. S. Won, Tanja Aitamurto, Byungdoo Kim, Sukolsak Sakshuwong, C. Kircos, Yasamin Sadeghi
{"title":"Motivation to Select Point of View in Cinematic Virtual Reality","authors":"A. S. Won, Tanja Aitamurto, Byungdoo Kim, Sukolsak Sakshuwong, C. Kircos, Yasamin Sadeghi","doi":"10.1109/VR.2019.8798184","DOIUrl":"https://doi.org/10.1109/VR.2019.8798184","url":null,"abstract":"This paper examines the effects of participants' preferred point of view of two protagonists, and their motivation for this preference, on two viewings of a cinematic 360-degree video filmed from the first person perspective. Before watching the film, which dramatized gender bias in a STEM workplace, participants were asked to state whether they preferred to view the film from the point of view (POV) of a male protagonist, a female protagonist, or make no selection. They were then asked why they held this preference. Their answers were predictive. Participants' tracked head movements, and the events participants recalled from the film, differed according to their pre-stated preference and motivation.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122423029","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
[DC] Multi-user (Social) Virtual Reality Commnunication [DC]多用户(社交)虚拟现实通信
2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797877
S. Gunkel
{"title":"[DC] Multi-user (Social) Virtual Reality Commnunication","authors":"S. Gunkel","doi":"10.1109/VR.2019.8797877","DOIUrl":"https://doi.org/10.1109/VR.2019.8797877","url":null,"abstract":"Virtual Reality (VR) applications are currently suffering several gaps to allow a full breakthrough in the consumer market. One aspect is the social isolation. Many VR experiences do not represent yourself or other users, making it lonely rather than a shared experience. VR applications that do offer a user representation mostly use artificial avatars. These applications may not be well suited for all communication use cases (e.g. at work or with your family). In this paper I present our current work, at TNO and in my PhD research, to create Social VR experiences where both the user and the environment are represented in photo-realistic quality. The aim is not only to allow users to experience VR together, but also to allow new ways of natural communication within VR, with an extended presence and immersion. My PhD research focuses on 3 aspects that are building a Social VR system: capture and processing, transmission and client composition. The main goal of my research is to move processing from the capture and orchestration into the cloud (and particularly into the edge network) to allow Social VR with a large set of users (100+) in one session and to support mobile end devices while maximizing the QoS and QoE.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"58 22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126811942","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
Quick Estimation of Detection Thresholds for Redirected Walking with Method of Adjustment 基于调整法的重定向行走检测阈值快速估计
2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8798146
Weiya Chen, Yangliu Hu, Nicolas Ladevèze, P. Bourdot
{"title":"Quick Estimation of Detection Thresholds for Redirected Walking with Method of Adjustment","authors":"Weiya Chen, Yangliu Hu, Nicolas Ladevèze, P. Bourdot","doi":"10.1109/VR.2019.8798146","DOIUrl":"https://doi.org/10.1109/VR.2019.8798146","url":null,"abstract":"A method that allows quick estimation of Redirection Detection Thresholds (RDTs) is not only useful for identifying factors that contribute to the detection of redirections, but can also provide timely inputs for personalized redirected walking control. In aim to achieve quick RDT estimation, we opted for a classical psychophysical method - the Method of Adjustment (MoA), and compared it against commonly used method for RDT estimation (i.e. MCS-2AFC) to see their difference. Preliminary results show that MoA allows to save about 33% experiment time when compared with MCS-2AFC while getting overall similar RDT estimations on the same population.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130563209","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
Real-Time Rendering of Stereo-Consistent Contours 立体一致轮廓的实时渲染
2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2019-03-23 DOI: 10.1109/VR.2019.8797990
Dejing He, Rui Wang, H. Bao
{"title":"Real-Time Rendering of Stereo-Consistent Contours","authors":"Dejing He, Rui Wang, H. Bao","doi":"10.1109/VR.2019.8797990","DOIUrl":"https://doi.org/10.1109/VR.2019.8797990","url":null,"abstract":"Line drawing is an important and concise method to depict the shape of an object. Stereo line drawing, a combination of line drawing and stereo rendering, not only efficiently conveys shape but also provides users with a visual experience of a stereoscopic 3D world. Contours are the most important lines to draw. However, contours must be rendered consistently for two eyes because of their view-dependent nature; otherwise, they cause binocular rivalry and viewing discomfort. This paper proposes a novel solution to draw stereo-consistent contours in real time. First, we extend the concept of epipolar-slidability and derive a new criterion to check epipolar-slidability by the monotonicity of the trajectory of the viewpoints of contour points. Then, we design an algorithm to test the epipolar-slidability of contours by conducting an image space search rather than sampling multiple viewpoints. Results show that the proposed method has a much lower cost than that of previous works, therefore enables the real-time rendering and editing of stereo-consistent contours for users, such as changing camera viewpoints, editing object geometry, tweaking parameters to show contours with different details, etc.","PeriodicalId":315935,"journal":{"name":"2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126343375","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
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