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

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FakeMi: a fake mirror system for avatar embodiment studies FakeMi:用于化身化身研究的假镜像系统
Marc Erich Latoschik, Jean-Luc Lugrin, D. Roth
{"title":"FakeMi: a fake mirror system for avatar embodiment studies","authors":"Marc Erich Latoschik, Jean-Luc Lugrin, D. Roth","doi":"10.1145/2993369.2993399","DOIUrl":"https://doi.org/10.1145/2993369.2993399","url":null,"abstract":"This paper introduces a fake mirror system as a research tool to study the effect of avatar embodiment with non-visually immersive virtual environments. The system combines marker-less face and body tracking to animate the individual avatars seen in a stereoscopic display with a correct perspective projection. The display dimensions match typical dimensions of a real physical mirror and the animated avatars are rendered based on a geometrically correct reflection as expected from a real mirror including correct body and face animations. The first evaluation of the system reveals the high acceptance of the setup as well as a convincing illusion of a real mirror with different types of avatars.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"19 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":"116180177","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
Combining bimanual interaction and teleportation for 3D manipulation on multi-touch wall-sized displays 结合了双手交互和传送3D操作在多点触摸墙壁大小的显示器
Jean-Baptiste Louvet, Cédric Fleury
{"title":"Combining bimanual interaction and teleportation for 3D manipulation on multi-touch wall-sized displays","authors":"Jean-Baptiste Louvet, Cédric Fleury","doi":"10.1145/2993369.2993390","DOIUrl":"https://doi.org/10.1145/2993369.2993390","url":null,"abstract":"While multi-touch devices are well established in our everyday life, they are currently becoming larger and larger. Large screens such as wall-sized displays are now equipped with multi-touch capabilities. Multi-touch wall-sized displays will become widespread in a near future in various places such as public places or meeting rooms. These new devices are an interesting opportunity to interact with 3D virtual environments: the large display surface offers a good immersion, while the multi-touch capabilities could make interaction with 3D content accessible to the general public. In this paper, we aim to explore touch-based 3D interaction in the situation where users are immersed in a 3D virtual environment and move in front of a vertical wall-sized display. We design In(SITE), a bimanual touch-based technique combined with object teleportation features which enables users to interact on a large wall-sized display. This technique is compared with a standard 3D interaction technique for performing 6 degrees of freedom manipulation tasks on a wall-sized display. The results of two controlled experiments show that participants can reach the same level of performance for completion time and a better precision for fine adjustments of object position with the In(SITE) technique. They also suggest that combining object teleportation with both techniques improves translations in terms of ease of use, fatigue, and user preference.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"21 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":"114828686","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
3D reconstruction of indoor building environments with new generation of tablets 新一代平板电脑对室内建筑环境进行三维重建
Adrien Arnaud, Julien Christophe, M. Gouiffès, M. Ammi
{"title":"3D reconstruction of indoor building environments with new generation of tablets","authors":"Adrien Arnaud, Julien Christophe, M. Gouiffès, M. Ammi","doi":"10.1145/2993369.2993403","DOIUrl":"https://doi.org/10.1145/2993369.2993403","url":null,"abstract":"This paper presents a mobile platform that uses a new generation of tablets equipped with a depth sensor to perform a real time 3D reconstruction of an indoor environment. The platform generates a 3D model where the strucutral elements are identified: ground, ceiling, walls and openings. The 3D model is used for the evaluation of both the geometric features of the building, but also for the assessment of the building's energetic performance. Also, a series of edition and visualization tools are proposed within the platform to assist the user in modifying and exploring the 3D reconstructed environment.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"20 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":"133335458","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
The benefits of DOF separation in mid-air 3D object manipulation 自由度分离在空中三维物体操纵中的优势
Daniel Mendes, Filipe Relvas, Alfredo Ferreira, Joaquim Jorge
{"title":"The benefits of DOF separation in mid-air 3D object manipulation","authors":"Daniel Mendes, Filipe Relvas, Alfredo Ferreira, Joaquim Jorge","doi":"10.1145/2993369.2993396","DOIUrl":"https://doi.org/10.1145/2993369.2993396","url":null,"abstract":"Object manipulation is a key feature in almost every virtual environment. However, it is difficult to accurately place an object in immersive virtual environments using mid-air gestures that mimic interactions in the physical world, although being a direct and natural approach. Previous research studied mouse and touch based interfaces concluding that separation of degrees-of-freedom (DOF) led to improved results. In this paper, we present the first user evaluation to assess the impact of explicit 6 DOF separation in mid-air manipulation tasks. We implemented a technique based on familiar virtual widgets that allow single DOF control, and compared it against a direct approach and PRISM, which dynamically adjusts the ratio between hand and object motions. Our results suggest that full DOF separation benefits precision in spatial manipulations, at the cost of additional time for complex tasks. From our results we draw guidelines for 3D object manipulation in mid-air.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"53 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":"123526816","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: 68
A low-cost, variable, interactive surface for mixed-reality tabletop games 用于混合现实桌面游戏的低成本、可变、交互式界面
Martin Fischbach, Hendrik Striepe, Marc Erich Latoschik, Birgit Lugrin
{"title":"A low-cost, variable, interactive surface for mixed-reality tabletop games","authors":"Martin Fischbach, Hendrik Striepe, Marc Erich Latoschik, Birgit Lugrin","doi":"10.1145/2993369.2996315","DOIUrl":"https://doi.org/10.1145/2993369.2996315","url":null,"abstract":"This paper introduces an interactive surface concept for Mixed Reality (MR) tabletop games that combines a variable (LCD and/or projection) screen configuration with the detection of finger touches, in-air gestures, and tangibles. It is low-cost and minimally requires an ordinary table, a TV screen, and a Kinect v2 sensor. Existing applications can easily be connected by being compliant to standards. The concept is intended to foster further research on collaborative tabletop situations, not limited to games, but also including learning, meetings, and social interaction.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"62 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":"121575228","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
Maintainable management and access of lexical knowledge for multimodal virtual reality interfaces 多模态虚拟现实接口词汇知识的可维护管理和访问
C. Zimmerer, Martin Fischbach, Marc Erich Latoschik
{"title":"Maintainable management and access of lexical knowledge for multimodal virtual reality interfaces","authors":"C. Zimmerer, Martin Fischbach, Marc Erich Latoschik","doi":"10.1145/2993369.2996310","DOIUrl":"https://doi.org/10.1145/2993369.2996310","url":null,"abstract":"This poster presents a maintainable method to manage lexical information required for multimodal interfaces. It is tailored for the application in real-time interactive systems, specifically for Virtual Reality, and solves three problems commonly encountered in this context: (1) The lexical information is defined on and grounded in a common knowledge representation layer (KRL) based on OWL. The KRL describes application objects and possible system functions in one place and avoids error-prone redundant data management. (2) The KRL is tightly integrated into the simulator platform using a semantically enriched object model that is auto-generated from the KRL and thus fosters high performance access. (3) A well-defined interface provides application wide access to semantic application state information in general and the lexical information in specific, which greatly contributes to decoupling, maintainability, and reusability.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"212 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":"121200327","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
Hybrid team interaction in the mixed reality continuum 混合现实连续体中的混合团队交互
M. Moniri, Fabio Andres Espinosa Valcarcel, Dieter Merkel, Winfried Schuffert, Tim Schwartz
{"title":"Hybrid team interaction in the mixed reality continuum","authors":"M. Moniri, Fabio Andres Espinosa Valcarcel, Dieter Merkel, Winfried Schuffert, Tim Schwartz","doi":"10.1145/2993369.2996318","DOIUrl":"https://doi.org/10.1145/2993369.2996318","url":null,"abstract":"This paper describes a system, which enables collaboration in a hybrid team consisting of a robot, physically present humans and remote humans, where the latter are connected via Virtual Reality. This setup spans the whole continuum between Physical and Virtual Reality, including Augmented Reality. The work presented herein, describes how such a scattered, hybrid team can interact and cooperate in a virtual representation of a factory, using eye-, head-, hand- and gesture-tracking as multimodal control and communication input.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"62 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":"129700118","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
The Effects of Indirectly Implied Real Body Cues to Virtual Body Ownership and Presence in a Virtual Reality Environment 虚拟现实环境中间接暗示的真实身体线索对虚拟身体所有权和存在的影响
Sungchul Jung, C. Hughes
{"title":"The Effects of Indirectly Implied Real Body Cues to Virtual Body Ownership and Presence in a Virtual Reality Environment","authors":"Sungchul Jung, C. Hughes","doi":"10.1145/2993369.2996346","DOIUrl":"https://doi.org/10.1145/2993369.2996346","url":null,"abstract":"While direct associations, such as through visual, audio and tactile senses, play an obvious role in giving a person a perception of body presence in an immersive virtual environment, indirect implied cues can also be effective factors in providing the illusion of reality. Thus, as the direct use of implied association can arouse desired illusions of reality, we believed the indirect associations also has effects that can similarly arouse such illusions in virtual settings. In this paper, we report on an experiment we conducted to explore the effects of indirect implication of a participant's body parts to virtual body ownership and presence.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"40 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":"134326308","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
GiAnt: stereoscopic-compliant multi-scale navigation in VEs GiAnt: ve中符合立体的多尺度导航
F. Argelaguet, Morgant Maignant
{"title":"GiAnt: stereoscopic-compliant multi-scale navigation in VEs","authors":"F. Argelaguet, Morgant Maignant","doi":"10.1145/2993369.2993391","DOIUrl":"https://doi.org/10.1145/2993369.2993391","url":null,"abstract":"Navigation in multi-scale virtual environments (MSVE) requires the adjustment of the navigation parameters to ensure optimal navigation experiences at each level of scale. In particular, in immersive stereoscopic systems, e.g. when performing zoom-in and zoom-out operations, the navigation speed and the stereoscopic rendering parameters have to be adjusted accordingly. Although this adjustment can be done manually by the user, it can be complex, tedious and strongly depends on the virtual environment. In this work we propose a new multi-scale navigation technique named GiAnt (GIant/ANT) which automatically and seamlessly adjusts the navigation speed and the scale factor of the virtual environment based on the user's perceived navigation speed. The adjustment ensures an almost-constant perceived navigation speed while avoiding diplopia effects or diminished depth perception due to improper stereoscopic rendering configurations. The results from the conducted user evaluation shows that GiAnt is an efficient multi-scale navigation which minimizes the changes of the scale factor of the virtual environment compared to state-of-the-art multi-scale navigation techniques.","PeriodicalId":396801,"journal":{"name":"Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology","volume":"49 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":"128206829","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
Animating agents based on radial view in crowd simulation 人群模拟中基于径向视图的agent动画
Fu-Shun Li, Sai-Keung Wong
{"title":"Animating agents based on radial view in crowd simulation","authors":"Fu-Shun Li, Sai-Keung Wong","doi":"10.1145/2993369.2993373","DOIUrl":"https://doi.org/10.1145/2993369.2993373","url":null,"abstract":"We present a simple agent-based approach for crowd simulation in a two-dimensional space. Our approach computes a set of collision-free feasible movement directions for each agent. The movement directions of the agent are determined according to a radial view of the agent in the local region. Subsequently, the direction with the least effort is selected for moving the agent. To efficiently compute feasible movement directions for each agent, we discretize the movement direction field of the agent and use a bit string to estimate the set of movement directions. Each bit of the bit string represents a span of movement directions. The proposed approach enables the agents to move around simple objects without using expensive global search techniques. Experimental results show that our approach can simulate agents that can alleviate the collision problem. The agents can move to their destinations efficiently.","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":"126030709","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: 10
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