2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)最新文献

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Spatial Asynchronous Visuo-Tactile Stimuli Influence Ownership of Virtual Wings 空间异步视触觉刺激对虚拟翅膀所有权的影响
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-10-24 DOI: 10.1109/VR.2018.8446569
Anastassia Andreasen, N. C. Nilsson, S. Serafin
{"title":"Spatial Asynchronous Visuo-Tactile Stimuli Influence Ownership of Virtual Wings","authors":"Anastassia Andreasen, N. C. Nilsson, S. Serafin","doi":"10.1109/VR.2018.8446569","DOIUrl":"https://doi.org/10.1109/VR.2018.8446569","url":null,"abstract":"This poster describes a within-subject study of the virtual body ownership (VBO) illusion using anatomically similar but morphologically different body of a virtual bat. Participants experienced visuo-tactile stimulation of their arms while seeing an object touching the wing of the bat. The mapping between the real and the virtual touch points varied across three conditions: no spatial deviation between visual and tactile input, 50% deviation, and 70% deviation. The results suggest that the degree of experienced VBO varies across the conditions. The illusion was broken in the absence of visuo-tactile stimuli.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127846067","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
Light Projection-Induced Illusion for Controlling Object Color 控制物体颜色的光投影诱导错觉
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-08-30 DOI: 10.1109/VR.2018.8446481
Ryo Akiyama, Goshiro Yamamoto, Toshiyuki Amano, Takafumi Taketomi, Alexander Plopski, C. Sandor, H. Kato
{"title":"Light Projection-Induced Illusion for Controlling Object Color","authors":"Ryo Akiyama, Goshiro Yamamoto, Toshiyuki Amano, Takafumi Taketomi, Alexander Plopski, C. Sandor, H. Kato","doi":"10.1109/VR.2018.8446481","DOIUrl":"https://doi.org/10.1109/VR.2018.8446481","url":null,"abstract":"Using projection mapping, we can control the appearance of realworld objects by projecting colored light onto them. Because a projector can only add illumination to the scene, only a limited color gamut can be presented through projection mapping. In this paper we describe how the controllable color gamut can be extended by accounting for human perception and visual illusions. In particular, we induce color constancy to control what color space observers will perceive. In this paper, we explain the concept of our approach, and show first results of our system.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121639565","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
Transferability of Spatial Maps: Augmented Versus Virtual Reality Training 空间地图的可转移性:增强与虚拟现实训练
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-08-30 DOI: 10.1109/VR.2018.8447561
N. Caluya, Alexander Plopski, J. Ty, C. Sandor, Takafumi Taketomi, H. Kato
{"title":"Transferability of Spatial Maps: Augmented Versus Virtual Reality Training","authors":"N. Caluya, Alexander Plopski, J. Ty, C. Sandor, Takafumi Taketomi, H. Kato","doi":"10.1109/VR.2018.8447561","DOIUrl":"https://doi.org/10.1109/VR.2018.8447561","url":null,"abstract":"Work space simulations help trainees acquire skills necessary to perform their tasks efficiently without disrupting the workflow, forgetting important steps during a procedure, or the location of important information. This training can be conducted in Augmented and Virtual Reality (AR, VR) to enhance its effectiveness and speed. When the skills are transferred to the actual application, it is referred to as positive training transfer. However, thus far, it is unclear which training, AR or VR, achieves better results in terms of positive training transfer. We compare the effectiveness of AR and VR for spatial memory training in a control-room scenario, where users have to memorize the location of buttons and information displays in their surroundings. We conducted a within-subject study with 16 participants and evaluated the impact the training had on short-term and long-term memory. Results of our study show that VR outperformed AR when tested in the same medium after the training. In a memory transfer test conducted two days later AR outperformed VR. Our findings have implications on the design of future training scenarios and applications.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128593105","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
A Multisensory Virtual Environment for OSH Training 面向职业安全卫生培训的多感官虚拟环境
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-08-30 DOI: 10.1109/VR.2018.8446431
M. Tahsiri, Glyn Lawson, C. Abdullah, T. Roper
{"title":"A Multisensory Virtual Environment for OSH Training","authors":"M. Tahsiri, Glyn Lawson, C. Abdullah, T. Roper","doi":"10.1109/VR.2018.8446431","DOIUrl":"https://doi.org/10.1109/VR.2018.8446431","url":null,"abstract":"This paper presents a multisensory and low-cost virtual training simulator developed in Unity 3D, with the aim of improving the effectiveness of Occupational Safety and Health (OSH) training. The prototype system facilitates heat and smell feedback functions operated by an Arduino microprocessor and triggered based on the proximity of the avatar to receptive 4 within the Virtual Environment (VE). The prototype enables the creation of bespoke virtual representations using the 3D scanning function of the Google Tango device making multisensory VE OSH training a feasible and versatile approach in the short-term future.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127745850","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
Illusory Body Ownership Between Different Body Parts: Synchronization of Right Thumb and Right Arm 不同身体部位之间的虚幻身体所有权:右手拇指和右臂的同步
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-08-24 DOI: 10.1109/VR.2018.8446282
Ryota Kondo, M. Sugimoto, K. Minamizawa, M. Inami, M. Kitazaki, Yamato Tani
{"title":"Illusory Body Ownership Between Different Body Parts: Synchronization of Right Thumb and Right Arm","authors":"Ryota Kondo, M. Sugimoto, K. Minamizawa, M. Inami, M. Kitazaki, Yamato Tani","doi":"10.1109/VR.2018.8446282","DOIUrl":"https://doi.org/10.1109/VR.2018.8446282","url":null,"abstract":"Illusory body ownership can be induced by visual-tactile stimulation or visual-motor synchronicity. We aimed to test whether a right thumb could be remapped to a virtual right arm and illusory body ownership of the virtual arm induced through synchronous movements of the right thumb and the virtual right arm. We presented the virtual right arm in synchronization with movements of a participant's right thumb on a head-mounted display (HMD). We found that the participants felt as though their right thumb became the right arm, and that the right arm belonged to their own body.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125152823","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
Rapid, Continuous Movement Between Nodes as an Accessible Virtual Reality Locomotion Technique 节点间快速、连续运动作为一种可访问的虚拟现实运动技术
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-08-24 DOI: 10.1109/VR.2018.8446130
M. Habgood, D. Moore, David Wilson, Sergio Alapont
{"title":"Rapid, Continuous Movement Between Nodes as an Accessible Virtual Reality Locomotion Technique","authors":"M. Habgood, D. Moore, David Wilson, Sergio Alapont","doi":"10.1109/VR.2018.8446130","DOIUrl":"https://doi.org/10.1109/VR.2018.8446130","url":null,"abstract":"The confounding effect of player locomotion on the vestibulo-ocular reflex is one of the principal causes of motion sickness in immersive virtual reality. Continuous motion is particularly problematic for stationary user configurations, and teleportation has become the prevailing approach for providing accessible locomotion. Unfortunately, teleportation can also increase disorientation and reduce a player's sense of presence within a VR environment. This paper presents an alternative locomotion technique designed to preserve accessibility while maintaining feelings of presence. This is a node-based navigation system which allows the player to move between predefined node positions using a rapid, continuous, linear motion. An evaluation was undertaken to compare this locomotion technique with commonly used, teleportation-based and continuous walking approaches. Thirty-six participants took part in a study which examined motion sickness and presence for each technique, while navigating around a virtual house using PlayStation VR. Contrary to intuition, we show that rapid movement speeds reduce players' feelings of motion sickness as compared to continuous movement at normal walking speeds.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130635439","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: 83
Tetrahedral Mesh Visualization in a Game Engine 游戏引擎中的四面体网格可视化
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-08-24 DOI: 10.1109/VR.2018.8446544
Kuocheng Wang, Kishore Adimulam, T. Kesavadas
{"title":"Tetrahedral Mesh Visualization in a Game Engine","authors":"Kuocheng Wang, Kishore Adimulam, T. Kesavadas","doi":"10.1109/VR.2018.8446544","DOIUrl":"https://doi.org/10.1109/VR.2018.8446544","url":null,"abstract":"A tetrahedral mesh is used to perform finite element analysis (FEA) of surgical cuts in a medical simulator. Visualization of a tetrahedral mesh is an important challenge in the process of constructing a realistic simulator. As game engines become increasingly popular, many companies are beginning to develop their own engines, or using existing engines for software development. However, game engines such as Unity and Unreal do not accept volume mesh. What is more, during the cutting process, the topology of tetrahedral mesh will change, resulting in progressively difficult visualization. In this paper, we present a procedure to prepare a tetrahedral mesh for a surgery simulator. We will also show an example of cutting a sphere by deleting tetrahedral elements.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116731435","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
Redirected Walking in Irregularly Shaped Physical Environments with Dynamic Obstacles 具有动态障碍的不规则形状物理环境中的再定向行走
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-08-24 DOI: 10.1109/VR.2018.8446563
Haiwei Chen, Samantha Chen, Evan Suma Rosenberg
{"title":"Redirected Walking in Irregularly Shaped Physical Environments with Dynamic Obstacles","authors":"Haiwei Chen, Samantha Chen, Evan Suma Rosenberg","doi":"10.1109/VR.2018.8446563","DOIUrl":"https://doi.org/10.1109/VR.2018.8446563","url":null,"abstract":"Redirected walking (RDW) is a virtual reality (VR) locomotion technique that enables the exploration of a large virtual environment (VE) within a small physical space via real walking. Thus far, the physical environment has generally been assumed to be rectangular, static, and free of obstacles. However, it is unlikely that real-world locations that may be used for VR fulfill these constraints. In addition, accounting for dynamic obstacles such as people helps increase user safety when the view of the physical world is occluded by a head-mounted display. In this work, we present the design and initial implementation of a RDW planning algorithm that can redirect the user in an irregularly shaped physical environment with dynamically moving obstacles. This represents an important step towards the use of RDW in more dynamic, real-world environments.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122283072","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: 13
Preliminary Environment Mapping for Redirected Walking 重定向行走的初步环境映射
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-08-24 DOI: 10.1109/VR.2018.8446262
Christian Hirt, Markus Zank, A. Kunz
{"title":"Preliminary Environment Mapping for Redirected Walking","authors":"Christian Hirt, Markus Zank, A. Kunz","doi":"10.1109/VR.2018.8446262","DOIUrl":"https://doi.org/10.1109/VR.2018.8446262","url":null,"abstract":"Redirected walking applications allow a user to explore large virtual environments in a smaller physical space by employing so-called redirection techniques. To further improve the immersion of a virtual experience, path planner algorithms were developed which choose redirection techniques based on the current position and orientation of the user. In order to ensure a reliable performance, planning algorithms depend on accurate position tracking using an external tracking system. However, the disadvantage of such a tracking method is the time-consuming preparation of the physical environment which renders the system immobile. A possible solution to eliminate this dependency is to replace the external tracking system with a state-of-the-art inside-out tracker based on the concept of Simultaneous Localization and Mapping (SLAM). In this paper, we present an approach in which we attach a commercially available SLAM device to a head-mounted display to track the head motion of a user. From sensor recordings of the device, we construct a map of the surrounding environment for future processing in an existing path planner for redirected walking.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122730254","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
Effects of Visual Realism and Moving Detail on Cybersickness 视觉真实感和移动细节对晕机的影响
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-08-24 DOI: 10.1109/VR.2018.8446078
Matti Pouke, Arttu Tiiro, S. LaValle, T. Ojala
{"title":"Effects of Visual Realism and Moving Detail on Cybersickness","authors":"Matti Pouke, Arttu Tiiro, S. LaValle, T. Ojala","doi":"10.1109/VR.2018.8446078","DOIUrl":"https://doi.org/10.1109/VR.2018.8446078","url":null,"abstract":"In this study we compare two conditions of visual detail - modern graphics and detail reduction through cel-shading - in experiencing Cybersickness during virtual movement along a preprogrammed path within a scene depicting a real-world outdoor museum viewed with Oculus CV1. The Cybersickness experience was quantified with the Fast-Motion-Sickness (FMS) scale and the Simulator Sickness Questionnaire (SSQ). We found weak evidence for realistic graphics being more sickness-inducing. Also, FMS scores peaked whenever a participant was entering a building.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123676779","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
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