2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)最新文献

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An Exploratory Study on Learning in 3D Multi-user Virtual Environments 三维多用户虚拟环境中学习的探索性研究
Ling Zhang, Ying Guo, Qiaodi Ma, Yun Zhou
{"title":"An Exploratory Study on Learning in 3D Multi-user Virtual Environments","authors":"Ling Zhang, Ying Guo, Qiaodi Ma, Yun Zhou","doi":"10.1109/VRW58643.2023.00113","DOIUrl":"https://doi.org/10.1109/VRW58643.2023.00113","url":null,"abstract":"In this study, we propose and evaluate a desktop 3D multi-user virtual learning system for the study of butterflies. Multiple users can use avatars to learn and communicate through voice. Results indicate that the system received positive ratings in terms of perception, system effectiveness, learning experience, enjoyment, and attractiveness. However, areas for improvement were identified. The findings have practical implications for the design of educational multi-user virtual reality.","PeriodicalId":412598,"journal":{"name":"2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132409762","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: 0
Memo:me, an AR Sticky Note With Priority-Based Color Transition and On-Time Reminder 备忘录:我,一个基于优先级的颜色过渡和准时提醒的AR便利贴
Eunhwa Song, Minju Baeck, Jihyeon Lee, Seoyoung Oh, Dooyoung Kim, Woontack Woo, Jeongmi Lee, Sang Ho Yoon
{"title":"Memo:me, an AR Sticky Note With Priority-Based Color Transition and On-Time Reminder","authors":"Eunhwa Song, Minju Baeck, Jihyeon Lee, Seoyoung Oh, Dooyoung Kim, Woontack Woo, Jeongmi Lee, Sang Ho Yoon","doi":"10.1109/VRW58643.2023.00126","DOIUrl":"https://doi.org/10.1109/VRW58643.2023.00126","url":null,"abstract":"We propose Memo:me, an AR sticky note with priority-based color transition and on-time reminders in smartphones. For the priority-based color transition, the user can choose by himself among three different colors, or the system changes the color automatically 10 minutes before the entered time. For the on-time reminder, Memo:me provides a visual notification and a sound at the designated time. We enabled users to create virtual notes on planes, or carry daily objects with the virtual notes attached. We expect that our system would benefit users to manage their tasks in a time-appropriate manner.","PeriodicalId":412598,"journal":{"name":"2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"2385 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130495106","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: 0
Adaptive Immersive VR Training Based on Performance and Self-Efficacy 基于绩效和自我效能感的自适应沉浸式VR训练
Lasse F. Lui, Unnikrishnan Radhakrishnan, Francesco Chinello, Konstantinos Koumaditis
{"title":"Adaptive Immersive VR Training Based on Performance and Self-Efficacy","authors":"Lasse F. Lui, Unnikrishnan Radhakrishnan, Francesco Chinello, Konstantinos Koumaditis","doi":"10.1109/VRW58643.2023.00012","DOIUrl":"https://doi.org/10.1109/VRW58643.2023.00012","url":null,"abstract":"Effective training requires that the training experience fits the ability and confidence (i.e., self-efficacy) of the trainee. Specifically, the individual's self-efficacy should ideally be slightly higher than the difficulty of a given task. A significant benefit of immersive virtual reality (IVR) is the potential to utilize measures of trainee behavior to continuously adapt the training content to the individual. However, a major challenge involves the identification of relevant measures that can be used to adapt training content in a way that increases training output. The current paper aims to inspire further research on adaptive IVR training by describing the design and development of a study on adaptive IVR training where the use of self-efficacy measures for adaptation marks a point of departure from prior literature. The design of the proposed study is informed by analyses of results from previous IVR studies.","PeriodicalId":412598,"journal":{"name":"2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130818671","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: 0
Towards a 3D Evaluation Dataset for User Acceptance of Automated Shuttles 自动班车用户接受度的三维评价数据集
Ming Yan, Wei Geng, Pan Hui
{"title":"Towards a 3D Evaluation Dataset for User Acceptance of Automated Shuttles","authors":"Ming Yan, Wei Geng, Pan Hui","doi":"10.1109/VRW58643.2023.00023","DOIUrl":"https://doi.org/10.1109/VRW58643.2023.00023","url":null,"abstract":"The popularity of automatic driving technology has gradually freed users from driving tasks and increased interaction with vehicles and machines. Understanding user acceptance and making them more receptive to new technologies can help businesses and researchers find better ways to design Human-Machine Interactions. The simulation experiment in an immersion environment can evaluate the user's acceptance of the design with low cost and high efficiency. Fur-ther, the evaluation methods of some existing studies are different, which creates obstacles to the reuse and reference of research results between different scholars. However, there are limited simulation data that can be used for such interactive evaluation, such as typical 3D environment data based on Virtual Reality devices. We design dataset, an ongoing 3D test dataset produced by Unity software, to be employed by different studies to evaluate interaction design for autonomous driving. The physical medium, composition, test participants, and procedure of the 3D environment data are described in this paper.","PeriodicalId":412598,"journal":{"name":"2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130818700","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: 0
User Motion Accentuation in Social Pointing Scenario 社交指向场景中的用户动作强化
Ruoxi Guo, Lisa Izzouzi, A. Steed
{"title":"User Motion Accentuation in Social Pointing Scenario","authors":"Ruoxi Guo, Lisa Izzouzi, A. Steed","doi":"10.1109/VRW58643.2023.00130","DOIUrl":"https://doi.org/10.1109/VRW58643.2023.00130","url":null,"abstract":"Few existing methods produce full-body user motion in virtual en-vironments from only the tracking from a consumer-level head-mounted-display. This preliminary project generates full-body motions from the user's hands and head positions through data-based motion accentuation. The method is evaluated in a simple collaborative scenario with one Pointer, represented by an avatar, pointing at targets while an Observer interprets the Pointer's movements. The Pointer's motion is modified by our motion accentuation algorithm SocialMoves. Comparisons on the Pointer's motion are made be-tween SocialMoves, a system built around Final IK, and a ground truth capture. Our method showed the same level of user experience as the ground truth method.","PeriodicalId":412598,"journal":{"name":"2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131201844","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: 0
[DC] Towards Understanding, Alleviating, and Exploiting the Effects of Asymmetry in Collaborative Mixed Reality [DC]协同混合现实中不对称效应的理解、缓解和利用
Nels Numan
{"title":"[DC] Towards Understanding, Alleviating, and Exploiting the Effects of Asymmetry in Collaborative Mixed Reality","authors":"Nels Numan","doi":"10.1109/VRW58643.2023.00338","DOIUrl":"https://doi.org/10.1109/VRW58643.2023.00338","url":null,"abstract":"Mixed reality (MR) has the potential to transform the way we communicate and collaborate. However, there is a lack of knowledge about the collaborative use of different MR devices, such as collaboration between local augmented reality (AR) and remote virtual reality (VR) users. This position paper outlines research focused on deepening our understanding of the impact of asymmetry on collaboration and to use this knowledge to mitigate its negative effects and leverage its positive potential, leading to improved collaboration in MR environments. The findings of this research are expected to be valuable for the design of systems that support a diverse range of collaborative scenarios.","PeriodicalId":412598,"journal":{"name":"2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131223425","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: 0
Real-time Bi-directional Real-Virtual Interaction Framework Using Automatic Simulation Model Generation 基于自动仿真模型生成的实时双向实-虚交互框架
Junyoung Yun, Hyeon-Woo Nam, Tae-Joung Kwon, Hyungmin Kim, Jong-Il Park
{"title":"Real-time Bi-directional Real-Virtual Interaction Framework Using Automatic Simulation Model Generation","authors":"Junyoung Yun, Hyeon-Woo Nam, Tae-Joung Kwon, Hyungmin Kim, Jong-Il Park","doi":"10.1109/VRW58643.2023.00310","DOIUrl":"https://doi.org/10.1109/VRW58643.2023.00310","url":null,"abstract":"Most mixed reality researches require lots of event-specific interaction, such as assigning appropriate animations for each specific situation, without considering the physical properties of objects during the modeling process. We propose a new framework for bi-directional interaction between real and virtual objects that in-corporates physical feedback on both real and virtual objects. Our framework automatically generates simulation-enabled virtualized real objects using only their 3D meshes and material types related to their physical properties and visualizes in real-time various bidirectional interactions among virtual and real objects having various types of physical properties such as rigid, articulated rigid, and deformable body.","PeriodicalId":412598,"journal":{"name":"2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131260019","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: 0
Effects of Walking Together in a Co-Located Virtual Reality Game 在虚拟现实游戏中一起行走的效果
Bjørn Winther, Mikkel L. Krarup, Patrick N. Andersen, Ungyeol Lee, N. C. Nilsson
{"title":"Effects of Walking Together in a Co-Located Virtual Reality Game","authors":"Bjørn Winther, Mikkel L. Krarup, Patrick N. Andersen, Ungyeol Lee, N. C. Nilsson","doi":"10.1109/VRW58643.2023.00063","DOIUrl":"https://doi.org/10.1109/VRW58643.2023.00063","url":null,"abstract":"This paper details a within-subjects study exploring how two lo-comotion techniques affect players' experiences while playing a co-located virtual reality (VR) game. The participants played a two-versus-two game, reminiscent of laser tag, in a $14mathrm{m}times 14mathrm{m}$ arena, and they moved around in the arena either by physically walking or by using VR controller while standing. When walking, participants reported significantly higher social presence directed at their team-mates and significantly lower simulator sickness. Moreover, they found walking significantly more natural, they were significantly more likely to forget that they were using controllers, and they were significantly more concerned with keeping distance to other players.","PeriodicalId":412598,"journal":{"name":"2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"116 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132721682","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: 0
Streamlining Epilepsy Surgery Planning Rounds with Virtual Reality 利用虚拟现实简化癫痫手术计划回合
Zahra Aminolroaya, S. Wiebe, Wesley Willett, C. Josephson, Graham McLeod, Frank Maurer
{"title":"Streamlining Epilepsy Surgery Planning Rounds with Virtual Reality","authors":"Zahra Aminolroaya, S. Wiebe, Wesley Willett, C. Josephson, Graham McLeod, Frank Maurer","doi":"10.1109/VRW58643.2023.00040","DOIUrl":"https://doi.org/10.1109/VRW58643.2023.00040","url":null,"abstract":"We introduce RealityFlow, a virtual reality (VR) system designed to assist neurologists in a clinical workflow of planning epilepsy surgery. RealityFlow offers 3D direct VR manipulation to prepare data, integrates spatial and temporal information pieces for demonstration in a 3D space, and introduces a novel visualization of seizure propagation to help neurologists analyze and present a seizure spread and its types.","PeriodicalId":412598,"journal":{"name":"2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133077643","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: 0
Ten years Center for Immersive Visualizations - Past, Present, and Future 十年沉浸式可视化中心-过去,现在和未来
Elisabeth Mayer, R. García, Daniel Kolb, Jutta Dreer, Simone Müller, T. Odaker, D. Kranzlmüller
{"title":"Ten years Center for Immersive Visualizations - Past, Present, and Future","authors":"Elisabeth Mayer, R. García, Daniel Kolb, Jutta Dreer, Simone Müller, T. Odaker, D. Kranzlmüller","doi":"10.1109/VRW58643.2023.00051","DOIUrl":"https://doi.org/10.1109/VRW58643.2023.00051","url":null,"abstract":"Virtual Reality (VR) can be found in many fields. A majority of the time this involves the use of Head-Mounted Displays (HMDs). Their alternatives, large-scale immersive 3D screens and CAVE systems, can also be found in research and offer researchers high visual quality and collaborative VR experiences. This report covers the operation and learnings from maintaining a visualization center with large-scale immersive installations over the course of ten years.","PeriodicalId":412598,"journal":{"name":"2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"65 Supplementum 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130311979","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: 0
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