Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology最新文献

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Cyber sick but still having fun 网瘾,但仍然很开心
S. Mammen, A. Knote, Sarah Edenhofer
{"title":"Cyber sick but still having fun","authors":"S. Mammen, A. Knote, Sarah Edenhofer","doi":"10.1145/2993369.2996349","DOIUrl":"https://doi.org/10.1145/2993369.2996349","url":null,"abstract":"In this paper, we present our efforts towards creating a deliberately sickening virtual reality (VR) game. Based on a considerable number of tests, we can show that games can be enjoyable despite experienced adverse effects that arise from frequent acceleration in VR and additional post-processing distortions of the rendered scene. We briefly explain the rationale that drove us to take these measures, details about their realisation and results from a questionary-based user evaluation.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131113253","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: 43
Virtual viewpoint synthesis using CUDA acceleration 虚拟视点合成使用CUDA加速
L. Yao, Yingdong Han, Xiaoming Li
{"title":"Virtual viewpoint synthesis using CUDA acceleration","authors":"L. Yao, Yingdong Han, Xiaoming Li","doi":"10.1145/2993369.2996351","DOIUrl":"https://doi.org/10.1145/2993369.2996351","url":null,"abstract":"Depth image based rendering (DIBR) is an effective method for virtual view synthesis. But synthetic images often contain ghost effect and some holes of varying sizes. To cope with the ghost effect, this paper first uses color correction of reference views, and then combines of two fusion methods which are depth-based color image fusion and directly color image fusion. In order to fill the remaining disocclusions, this paper uses the image inpainting with depth map. Because the process of image inpainting is time-consuming, this paper implements the inpainting algorithm on GPU to accelerate the inpainting process based on Compute Unified Device Architecture (CUDA). The experiment results show that our proposed method improved the quality of virtual view synthetic images, and the image inpainting algorithm based on CUDA implemented also significantly reduce the time of hole filling.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"472 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123449102","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 motion based setup for peri-personal space estimation with virtual auditory displays 一种基于运动的基于虚拟听觉显示的个人周围空间估计设置
M. Geronazzo, P. Cesari
{"title":"A motion based setup for peri-personal space estimation with virtual auditory displays","authors":"M. Geronazzo, P. Cesari","doi":"10.1145/2993369.2996303","DOIUrl":"https://doi.org/10.1145/2993369.2996303","url":null,"abstract":"The core idea of the work is to reveal the presence of changes in action preparation as a function of sounds movements (e.g. direction of arrivals and trajectories in space) and sounds semantics (e.g. threatening or pleasant) when they are sent within the Peri-Personal-Space (PPS) of blindfolded listeners. This near-field acoustics is known to activate direct pathways from the motor cortex to the muscular periphery, as a prompt preparation against threats. The proposed system is thought to aid particularly to people with sensory or cognitive impairments.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127109737","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
A study on improving close and distant device movement pose manipulation for hand-held augmented reality 手持增强现实中改进近距离设备运动姿态操纵的研究
Ali Samini, K. L. Palmerius
{"title":"A study on improving close and distant device movement pose manipulation for hand-held augmented reality","authors":"Ali Samini, K. L. Palmerius","doi":"10.1145/2993369.2993380","DOIUrl":"https://doi.org/10.1145/2993369.2993380","url":null,"abstract":"Hand-held smart devices are equipped with powerful processing units, high resolution screens and cameras, that in combination makes them suitable for video see-through Augmented Reality. Many Augmented Reality applications require interaction, such as selection and 3D pose manipulation. One way to perform intuitive, high precision 3D pose manipulation is by direct or indirect mapping of device movement. There are two approaches to device movement interaction; one fixes the virtual object to the device, which therefore becomes the pivot point for the object, thus makes it difficult to rotate without translate. The second approach avoids latter issue by considering rotation and translation separately, relative to the object's center point. The result of this is that the object instead moves out of view for yaw and pitch rotations. In this paper we study these two techniques and compare them with a modification where user perspective rendering is used to solve the rotation issues. The study showed that the modification improves speed as well as both perceived control and intuitiveness among the subjects.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129119713","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: 18
Texture analysis and repacking for improved storage efficiency 质地分析和重新包装,以提高储存效率
T. Odaker, Markus Wiedemann, C. Anthes, D. Kranzlmüller
{"title":"Texture analysis and repacking for improved storage efficiency","authors":"T. Odaker, Markus Wiedemann, C. Anthes, D. Kranzlmüller","doi":"10.1145/2993369.2996332","DOIUrl":"https://doi.org/10.1145/2993369.2996332","url":null,"abstract":"Textures are widely used in modern computer graphics. Their size, however, is often a limiting factor. Considering the widespread adaptation of mobile virtual and augmented reality applications, efficient storage of textures has become an important factor. We present an approach to analyse textures of a given mesh and compute a new set of textures with the goal of improving storage efficiency and reducing memory requirements. During this process the texture coordinates of the mesh are updated as required. Textures are analysed based on the UV-coordinates of one or more meshes and deconstructed into per-triangle textures. These are further analysed to detect single coloured as well as identical per-triangle textures. Our approach aims to remove these redundancies in order to reduce the amount of memory required to store the texture data. After this analysis, the per-triangle textures are compiled into a new set of texture images of user defined size. Our algorithm aims to pack texture data as tightly as possible in order to reduce the memory requirements.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131129490","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
Avatar anthropomorphism and acrophobia 化身拟人化和恐高症
Jean-Luc Lugrin, Ivan Polyschev, D. Roth, Marc Erich Latoschik
{"title":"Avatar anthropomorphism and acrophobia","authors":"Jean-Luc Lugrin, Ivan Polyschev, D. Roth, Marc Erich Latoschik","doi":"10.1145/2993369.2996313","DOIUrl":"https://doi.org/10.1145/2993369.2996313","url":null,"abstract":"In this paper, we investigate the impact of avatar anthropomorphism on the fear of heights, when using full body avatar embodiment under an immersive virtual reality (VR) setting. Clear differences could be found in perceived anthropomorphism, but preliminary results do not show differences in stress level between Human and Non-Human avatars, although a high level of perceived secureness was reported with Non-Human avatars.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121251382","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: 21
Noise-cancelling, steps and soundscapes: the effect of auditory stimulation on presence in virtual realities while walking 消噪、台阶与声景:行走时听觉刺激对虚拟现实存在的影响
Angelika C. Kern, W. Ellermeier, J. Wojtusch
{"title":"Noise-cancelling, steps and soundscapes: the effect of auditory stimulation on presence in virtual realities while walking","authors":"Angelika C. Kern, W. Ellermeier, J. Wojtusch","doi":"10.1145/2993369.2993398","DOIUrl":"https://doi.org/10.1145/2993369.2993398","url":null,"abstract":"This study investigates the influence of different auditory stimuli on perceived presence, the feeling of \"being there\", on a walk through a park-like virtual environment. A single-factorial design with five levels varying the surrounding sound impressions was employed, including the conditions \"No Headphones\", \"Noise-Cancelling\", \"Steps\", \"Soundscape\" and \"Steps & Soundscape\", in order to find out which of the conditions would enhance the feeling of presence most. 36 participants rated their impression of presence using a questionnaire after walking on a treadmill while wearing a head-mounted display and Noise-Cancelling headphones. Statistical analysis of the data showed that the conditions including soundscapes resulted in significantly higher ratings of presence and realism, compared to all other auditory conditions. The results are placed into the context of findings in other studies and point to further research needs regarding the auditory enhancement of virtual environments.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117118517","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
SIAMC: a socially immersive avatar mediated communication platform SIAMC:一个社交沉浸式虚拟化身媒介交流平台
D. Roth, Kristoffer Waldow, Felix Stetter, G. Bente, Marc Erich Latoschik, Arnulph Fuhrmann
{"title":"SIAMC: a socially immersive avatar mediated communication platform","authors":"D. Roth, Kristoffer Waldow, Felix Stetter, G. Bente, Marc Erich Latoschik, Arnulph Fuhrmann","doi":"10.1145/2993369.2996302","DOIUrl":"https://doi.org/10.1145/2993369.2996302","url":null,"abstract":"In this paper, we present a avatar-mediated communication platform for socially immersive interaction in virtual reality (VR). Our approach is based on the combination of body tracking, facial expression tracking and \"fishtank\" VR. Our prototype enables two remote users to communicate via avatars.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"85 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123567862","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: 21
Are age differences missing in relative and absolute distance perception of stereoscopically presented virtual objects? 在立体呈现的虚拟物体的相对和绝对距离感知中,年龄差异是否缺失?
Rebekka S. Schubert, J. Hartwig, Mathias Müller, Rainer Groh, S. Pannasch
{"title":"Are age differences missing in relative and absolute distance perception of stereoscopically presented virtual objects?","authors":"Rebekka S. Schubert, J. Hartwig, Mathias Müller, Rainer Groh, S. Pannasch","doi":"10.1145/2993369.2996334","DOIUrl":"https://doi.org/10.1145/2993369.2996334","url":null,"abstract":"Nowadays there is a wide variety of Virtual Reality (VR) applications for users of all age groups. An essential part of most VR systems is stereoscopy. From perceptual research, it is known that stereoscopic perception deteriorates with age [Garnham and Sloper 2006]. As indicator for stereoscopic perception, the authors of this and further studies used stereo acuity, i.e. the smallest disparity difference detected by the visual system. Norman et al. [2000] showed that the declined stereo acuity in older humans can cause these users to perceive less depth in random-dot stereograms. Since VR applications for rehabilitation are advancing, one can expect increasing numbers of elderly users. However, up to now it is unclear whether the age-specific changes in stereoscopic perception might impair the use of VR applications for older people. In our study, we presented stereoscopically rendered virtual objects. The primary aim of this study was to examine possible age differences in fusion range, relative and absolute distance perception, and visual fatigue. Here, we present results of the two tasks concerning distance perception.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123122525","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
Visual blur in immersive virtual environments: does depth of field or motion blur affect distance and speed estimation? 沉浸式虚拟环境中的视觉模糊:景深或运动模糊会影响距离和速度估计吗?
E. Langbehn, Tino Raupp, G. Bruder, Frank Steinicke, Benjamin Bolte, M. Lappe
{"title":"Visual blur in immersive virtual environments: does depth of field or motion blur affect distance and speed estimation?","authors":"E. Langbehn, Tino Raupp, G. Bruder, Frank Steinicke, Benjamin Bolte, M. Lappe","doi":"10.1145/2993369.2993379","DOIUrl":"https://doi.org/10.1145/2993369.2993379","url":null,"abstract":"It is known for decades that users tend to significantly underestimate or overestimate distances or speed in immersive virtual environments (IVEs) compared to corresponding judgments in the real world. Although several factors have been identified in the past that could explain small portions of this effect, the main causes of these perceptual discrepancies still remain elusive. One of the factors that has received less attention in the literature is the amount of blur presented in the visual imagery, for example, when using a head-mounted display (HMD). In this paper, we analyze the impact of the visual blur effects depth-of-field and motion blur in terms of their effects on distance and speed estimation in IVEs. We conducted three psychophysical experiments in which we compared distance or speed estimation between the real world and IVEs with different levels of depth-of-field or motion blur. Our results indicate that the amount of blur added to the visual stimuli had no noticeable influence on distance and speed estimation even when high magnitudes of blur were shown. Our findings suggest that the human perceptual system is highly capable of extracting depth and motion information regardless of blur, and implies that blur can likely be ruled out as the main cause of these misperception effects in IVEs.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121800362","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: 25
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