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

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3DUI-League: 9th Annual 3DUI Contest 3DUI联赛:第九届年度3DUI大赛
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-03-18 DOI: 10.1109/VR.2018.8446389
Rongkai Guo, Ryan P. McMahan, B. Weyers
{"title":"3DUI-League: 9th Annual 3DUI Contest","authors":"Rongkai Guo, Ryan P. McMahan, B. Weyers","doi":"10.1109/VR.2018.8446389","DOIUrl":"https://doi.org/10.1109/VR.2018.8446389","url":null,"abstract":"The 9th annual IEEE 3DUI Contest focuses on the development of 3D User Interfaces (3DUIs) for three different tasks in fully immersive Virtual Environments (VEs): 1) Ladder Climbing, 2) First-Person View Flying, and 3) Tower Stacking. The 3DUI Contest is part of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces held in Reutlingen, Germany. The contest is open to anyone interested in 3DUIs, from researchers to students, enthusiasts, and professionals. The purpose of the contest is to stimulate innovative and creative solutions to challenging 3DUI problems.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"27 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113963996","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
Behavioral Simulation of Passengers in a Waiting Hall 候车大厅乘客行为模拟研究
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-03-18 DOI: 10.1109/VR.2018.8446123
Shaohua Liu, Xiyuan Song, Hao Jiang, Min Shi, Tianlu Mao
{"title":"Behavioral Simulation of Passengers in a Waiting Hall","authors":"Shaohua Liu, Xiyuan Song, Hao Jiang, Min Shi, Tianlu Mao","doi":"10.1109/VR.2018.8446123","DOIUrl":"https://doi.org/10.1109/VR.2018.8446123","url":null,"abstract":"In this paper, we introduced a behavioral decision and execution method to simulate crowded passengers in a waiting hall. The method, as well as its simulation framework, is designed under the special purpose of passenger safety investigation. It supports the simulation of both regular crowded passenger behaviors and emergency passenger behavior. Situations under different time tables and density control measure could easily be conducted and simulated for safety purposes.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114872771","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
Inverse Virtual Reality: Intelligence-Driven Mutually Mirrored World 逆向虚拟现实:智能驱动的互镜像世界
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-03-18 DOI: 10.1109/VR.2018.8446260
Zhenliang Zhang, Benyang Cao, Jie Guo, Dongdong Weng, Yue Liu, Yongtian Wang
{"title":"Inverse Virtual Reality: Intelligence-Driven Mutually Mirrored World","authors":"Zhenliang Zhang, Benyang Cao, Jie Guo, Dongdong Weng, Yue Liu, Yongtian Wang","doi":"10.1109/VR.2018.8446260","DOIUrl":"https://doi.org/10.1109/VR.2018.8446260","url":null,"abstract":"Since artificial intelligence has been integrated into virtual reality, a new branch of virtual reality, which is called inverse virtual reality (IVR), is created. A typical IVR system contains both the intelligence-driven virtual reality and the physical reality, thus constructing an intelligence-driven mutually mirrored world. We propose the concept of IVR, and describe the details about the definition, structure and implementation of a typical IVR system. The paral-lei living environment is proposed as a typical application of IVR, which reveals that IVR has a significant potential to extend the human living environment.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134448778","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
A Calibration Method for Large-Scale Projection Based Floor Display System 基于投影的大尺度地板显示系统标定方法
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-03-18 DOI: 10.1109/VR.2018.8446433
Chun Xie, Hidehiko Shishido, Y. Kameda, Kenji Suzuki, I. Kitahara
{"title":"A Calibration Method for Large-Scale Projection Based Floor Display System","authors":"Chun Xie, Hidehiko Shishido, Y. Kameda, Kenji Suzuki, I. Kitahara","doi":"10.1109/VR.2018.8446433","DOIUrl":"https://doi.org/10.1109/VR.2018.8446433","url":null,"abstract":"We propose a calibration method for deploying a large-scale projection-based floor display system. In our system, multiple projectors are installed on the ceiling of a large indoor space like a gymnasium to achieve a large projection area on the floor. The projection results suffer from both perspective distortion and lens distortion. In this paper, we use projector-camera systems, in which a camera is mounted on each projector, with the “straight lines have to be straight” methodology, to calibrate our projection system. Different from conventional approaches, our method does not use any calibration board and makes no requirement on the overlapping among the projections and the cameras' fields of view.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117147203","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
Multisensory Virtual Reality Exposure Therapy 多感官虚拟现实暴露疗法
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-03-18 DOI: 10.1109/VR.2018.8446553
Alexander Marquardt, Christina Trepkowski, Jens Maiero, E. Kruijff, André Hinkenjann
{"title":"Multisensory Virtual Reality Exposure Therapy","authors":"Alexander Marquardt, Christina Trepkowski, Jens Maiero, E. Kruijff, André Hinkenjann","doi":"10.1109/VR.2018.8446553","DOIUrl":"https://doi.org/10.1109/VR.2018.8446553","url":null,"abstract":"In this research demo, we show different examples for the integration of multisensory cues to enhance user engagement and trigger emotional responses in immersive environments. Our primary focus is to use this modular-designed system for the supportive treatment of different anxiety disorders.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124004307","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
Comparing VR Display with Conventional Displays for User Evaluation Experiences 比较VR显示器与传统显示器的用户评价体验
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-03-18 DOI: 10.1109/VR.2018.8446076
Quinatei Lhemedu-Steinke, G. Meixner, M. Weber
{"title":"Comparing VR Display with Conventional Displays for User Evaluation Experiences","authors":"Quinatei Lhemedu-Steinke, G. Meixner, M. Weber","doi":"10.1109/VR.2018.8446076","DOIUrl":"https://doi.org/10.1109/VR.2018.8446076","url":null,"abstract":"The adoption of virtual reality in various industrial sectors other than gaming is spreading by the day. Many people are still sceptical regarding the potentials and advantages of virtual reality because this has not been made obvious enough to convince them. We investigated how virtual reality affects the concentration, involvement and enjoyment of users during evaluation sessions. Eighty four participants drove on a virtual automated driving simulator with and without the Oculus rift CV1. The experiment showed a statistically significant result for all variables that virtual reality enables better concentration, better involvement and enjoyment when compared with conventional displays.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115518156","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
Social VR: How Personal Space is Affected by Virtual Agents' Emotions 社交VR:个人空间如何受到虚拟代理情绪的影响
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-03-18 DOI: 10.1109/VR.2018.8446480
A. Bönsch, Sina Radke, H. Overath, L. Asche, J. Wendt, Tom Vierjahn, U. Habel, T. Kuhlen
{"title":"Social VR: How Personal Space is Affected by Virtual Agents' Emotions","authors":"A. Bönsch, Sina Radke, H. Overath, L. Asche, J. Wendt, Tom Vierjahn, U. Habel, T. Kuhlen","doi":"10.1109/VR.2018.8446480","DOIUrl":"https://doi.org/10.1109/VR.2018.8446480","url":null,"abstract":"Personal space (PS), the flexible protective zone maintained around oneself, is a key element of everyday social interactions. It, e.g., affects people's interpersonal distance and is thus largely involved when navigating through social environments. However, the PS is regulated dynamically, its size depends on numerous social and personal characteristics and its violation evokes different levels of discomfort and physiological arousal. Thus, gaining more insight into this phenomenon is important. We contribute to the PS investigations by presenting the results of a controlled experiment in a CAVE, focusing on German males in the age of 18 to 30 years. The PS preferences of 27 participants have been sampled while they were approached by either a single embodied, computer-controlled virtual agent (VA) or by a group of three VAs. In order to investigate the influence of a VA's emotions, we altered their facial expression between angry and happy. Our results indicate that the emotion as well as the number of VAs approaching influence the PS: larger distances are chosen to angry VAs compared to happy ones; single VAs are allowed closer compared to the group. Thus, our study is a foundation for social and behavioral studies investigating PS preferences.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"218 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126996086","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: 50
Simulating Movement Interactions Between Avatars & Agents in Virtual Worlds Using Human Motion Constraints 利用人体运动约束模拟虚拟世界中角色与代理之间的运动交互
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-03-18 DOI: 10.1109/VR.2018.8446152
S. Narang, A. Best, Dinesh Manocha
{"title":"Simulating Movement Interactions Between Avatars & Agents in Virtual Worlds Using Human Motion Constraints","authors":"S. Narang, A. Best, Dinesh Manocha","doi":"10.1109/VR.2018.8446152","DOIUrl":"https://doi.org/10.1109/VR.2018.8446152","url":null,"abstract":"We present an interactive algorithm to generate plausible movements for human-like agents interacting with other agents or avatars in a virtual environment. Our approach takes into account high-dimensional human motion constraints and bio-mechanical constraints to compute collision-free trajectories for each agent. We present a novel full-body movement constrained-velocity computation algorithm that can easily be combined with many existing motion synthesis techniques. Compared to prior local navigation methods, our formulation reduces artefacts that arise in dense scenarios and close interactions, and results in smoother and plausible locomotive behaviors. We have evaluated the benefits of our new algorithm in single-agent and multi-agent environments. We investigated the perception of a single agent's movements in dense scenarios and observed that our algorithm has a strong positive effect on the perceived quality of the simulation. Our approach also allows the user to interact with the agents from a first-person perspective in immersive settings. We conducted a study to investigate the perception of such avatar-agent interactions, and found that interactions generated using our approach lead to an increase in the user's sense of co-presence.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121589923","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: 23
Three Haptic Shape-Feedback Controllers for Virtual Reality 三种虚拟现实触觉形状反馈控制器
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-03-18 DOI: 10.1109/VR.2018.8446399
M. Sinclair, E. Ofek, Christian Holz, Inrak Choi, Eric Whitmire, Evan Strasnick, Hrvoje Benko
{"title":"Three Haptic Shape-Feedback Controllers for Virtual Reality","authors":"M. Sinclair, E. Ofek, Christian Holz, Inrak Choi, Eric Whitmire, Evan Strasnick, Hrvoje Benko","doi":"10.1109/VR.2018.8446399","DOIUrl":"https://doi.org/10.1109/VR.2018.8446399","url":null,"abstract":"We present three new novel haptic controllers that render shape force feedback during interaction. 1) CLAW is a multi-purpose controller that renders tactile forces for common hand interactions, such as grasping, touching, and triggering grasped objects. 2) Haptic Revolver is a general-purpose handheld VR controller that renders touch contact with virtual surfaces, motion shear along a surface, textures, and shapes using interchangeable wheels. 3) Haptic Links haptic render shape feedback between two controllers using variable-stiffness locking mechanisms to provide force feedback for grasping and interacting with two-handed objects such as wind instruments, steering wheels, handle bars, or bow and arrow.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121621502","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
Tracking a Consumer HMD with a Third Party Motion Capture System 使用第三方动作捕捉系统跟踪消费者头戴式显示器
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) Pub Date : 2018-03-18 DOI: 10.1109/VR.2018.8446497
H. Debarba, M. E. Oliveira, A. Lädermann, Sylvain Chaqué, C. Charbonnier
{"title":"Tracking a Consumer HMD with a Third Party Motion Capture System","authors":"H. Debarba, M. E. Oliveira, A. Lädermann, Sylvain Chaqué, C. Charbonnier","doi":"10.1109/VR.2018.8446497","DOIUrl":"https://doi.org/10.1109/VR.2018.8446497","url":null,"abstract":"We describe a calibration procedure to track consumer Head Mounted Displays (HMD) using a 3rd party tracking solution. The calibration consists of registering the center of projection of the rendering hardware to a 3rd party tracked object attached to it, and is performed by matching motion datasets from the HMD built-in and 3rd party tracking solutions. We demonstrate this calibration with an augmented reality optical see-through HMD, where the correctness of the alignment is critical to the visual match of a real object by a virtual overlay. We assessed a mean error of 3mm (SD = 1mm) for objects at a distance of 70cm in the projected overlay image.","PeriodicalId":355048,"journal":{"name":"2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129816094","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
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