Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces最新文献

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Do Avatars Dream of Digital Sheep? Virtual People and the Sense of Presence 虚拟角色会梦见数字绵羊吗?虚拟人和存在感
Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces Pub Date : 2002-03-24 DOI: 10.1109/VR.2002.10001
M. Slater
{"title":"Do Avatars Dream of Digital Sheep? Virtual People and the Sense of Presence","authors":"M. Slater","doi":"10.1109/VR.2002.10001","DOIUrl":"https://doi.org/10.1109/VR.2002.10001","url":null,"abstract":"Philip K. Dick's celebrated book Do Androids Dream of Electric Sheep? (filmed as Blade Runner) explored the complex relationships between humans and almost perfect humanoid androids known as “replicants.” It grapples with the moral difficulties involved in the termination of beings who look and behave like humans. There is a worldwide endeavor to create parallel virtual world’s populated by virtual characters (avatars) alongside humans. Will such avatars be believable in the sense that human responses to them will be appropriate? Will your interactions with a weeping avatar make you cry, a laughing avatar make you laugh? This talk will explore these issues taking as evidence experiments that have examined the relationships between people and avatars in the context of cognitive behavioural therapy for social phobia, and paranoid ideation. The results are used also as a background to explore the notion of the sense of presence in virtual environments. Mel Slater joined University College London as a Reader in Computer Graphics in November 1995. He became full Professor of Virtual Environments in 1997. Before that he was at Queen Mary, University of London, Head of Department of Computer Science from 1993-95. He was visiting Professor in Computer Science Division, University of California Berkeley, in the spring semesters 1991 and 1992, and Visiting Scientist at the MIT Research Laboratory for Electronics, Sensory Communications Group, January-April 1998. His research has concentrated on immersive virtual environments since 1991, since when he has been principal investigator of several UK and European funded projects. He led the European FIVE ESPRIT Working Group (Framework for Immersive Virtual Environments). He was PI for a Wellcome Foundation project on using Virtual Environments for therapy in the context of social phobias and fear of public speaking. He is PI for almost £900,000 funding, under the 1998-99 JREI competition, for a virtual reality Cave-like system set up in the Department of Computer Science. He is guest editor of five special editions of the journal Presence: Teleoperators and Virtual Environments (MIT Press), and was recently appointed co-Editor-in-Chief of that journal. Since 1989 fourteen of his PhD students have obtained their PhDs, and he is currently supervising six full-time students, all in the area of computer graphics and virtual environments. He leads the ‘Virtual Environments and Computer Graphics’ research team, consisting of approximately 20 researchers. He is an Engineering and Physical Sciences (EPSRC) Senior Research Fellow from October 1999 for five years working on the Virtual Light Field approach to computer graphics rendering, and has recently received further EPSRC funding amounting to £350,000 for a project in this area. Proceedings of the IEEE Virtual Reality 2002 (VR’02) 1087-8270/02 $17.00 © 2002 IEEE","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"39 1","pages":"3-"},"PeriodicalIF":0.0,"publicationDate":"2002-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76974600","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
Virtual Technologies and Environments for Expeditionary Warfare Training (panel) 远征作战训练的虚拟技术与环境(专题讨论)
Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces Pub Date : 2002-03-24 DOI: 10.1109/VR.2002.10009
D. Lyons, J. Cohn, D. Schmorrow
{"title":"Virtual Technologies and Environments for Expeditionary Warfare Training (panel)","authors":"D. Lyons, J. Cohn, D. Schmorrow","doi":"10.1109/VR.2002.10009","DOIUrl":"https://doi.org/10.1109/VR.2002.10009","url":null,"abstract":"Abstract : Over the past decade, Virtual Environment (VE)-based training systems have become commonplace within the military training domain. These systems offer such benefits as small footprint, rapid reconfiguration, and enhanced training delivery. In addition, they appear to offer significant relief for a market starved for low cost training systems, and hold great potential as effective training tools. Yet, all too often the human element is taken for granted, with systems being designed to incorporate the latest technological advances, rather than focusing on enhancing the user's experience within the VE-both from a training and human factors perspective. It is precisely this shift in design philosophy, from techno centric to human centric that represents the next, greatest, challenge to developing effective VE-based training systems. Interaction with VE involves the ability of individuals to effectively perform essential perceptualsensory- motor tasks within the virtual world. More specifically, this can involve the ability to move about the VE, manipulate virtual objects, locate virtual sounds, deal appropriately with physical constraints, or perform visual tasks (i.e., discriminate colors; judge distance; search for, recognize, and estimate the size of objects). Interactive technologies include multi-modal 3D displays and input devices, real-time rendering, and distributed simulation (i.e., multiple user interaction through networked VE systems). These technologies define how the environment is portrayed and how it responds to user actions. The design, synthesis, and analysis of new interaction technologies will be based on our growing understanding of human perception and action in VEs. Tools are needed to provide a more comprehensive assessment of the quality of interaction.","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"36 1","pages":"261-"},"PeriodicalIF":0.0,"publicationDate":"2002-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90548258","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
Tutorial 5: A Hands-On Introduction to Networked Virtual Environments 教程5:网络虚拟环境的动手介绍
Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces Pub Date : 2002-03-24 DOI: 10.1109/VR.2002.996551
M. Zyda, D. McGregor, D. Brutzman, Andrzej Kapolka
{"title":"Tutorial 5: A Hands-On Introduction to Networked Virtual Environments","authors":"M. Zyda, D. McGregor, D. Brutzman, Andrzej Kapolka","doi":"10.1109/VR.2002.996551","DOIUrl":"https://doi.org/10.1109/VR.2002.996551","url":null,"abstract":"Networked virtual environments enable us to grow from using single-player machines to interacting across distances with players on other machines. Building a networked virtual environment is a significant software development effort, but we are getting to the point where we can build some systems routinely. This course provides an overview of the current state-ofthe-art with respect to networked virtual environments, where the hard research work is yet to be done and a hands-on introduction to the NPSNET-V. NPSNET-V is a research effort intended to investigate dynamically extensible, large-scale virtual environments. It is a follow-up to the successful NPSNET-IV project and builds on the lessons learned in that effort. The NPSNET-V effort includes research in support for the dynamic loading of simulation components across the network, the dynamic modification of object behaviors and protocols, scalability in numbers of world clients and overall world size, persistence, and graphics standard agnosticism.","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"115 1","pages":"304-"},"PeriodicalIF":0.0,"publicationDate":"2002-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79333608","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
Psychophysical Effects of Immersive Virtual Reality (panel) 沉浸式虚拟现实的心理物理效应(专题讨论)
Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces Pub Date : 2002-01-01 DOI: 10.1109/VR.2002.10002
S. Ellis, D. Harm, R. Kennedy, K. Stanney
{"title":"Psychophysical Effects of Immersive Virtual Reality (panel)","authors":"S. Ellis, D. Harm, R. Kennedy, K. Stanney","doi":"10.1109/VR.2002.10002","DOIUrl":"https://doi.org/10.1109/VR.2002.10002","url":null,"abstract":"","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"14 1","pages":"145-"},"PeriodicalIF":0.0,"publicationDate":"2002-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83376279","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
Workshop 1: Virtual Environment Usability Engineering 工作坊1:虚拟环境可用性工程
Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces Pub Date : 2002-01-01 DOI: 10.1109/VR.2002.10003
K. Stanney, M. Mollaghasemi
{"title":"Workshop 1: Virtual Environment Usability Engineering","authors":"K. Stanney, M. Mollaghasemi","doi":"10.1109/VR.2002.10003","DOIUrl":"https://doi.org/10.1109/VR.2002.10003","url":null,"abstract":"","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"14 1","pages":"305"},"PeriodicalIF":0.0,"publicationDate":"2002-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82348718","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
Workshop 1: Virtual Reality and its Application for Human Centered System 研讨会1:虚拟现实及其在以人为本系统中的应用
Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces Pub Date : 2001-03-13 DOI: 10.1109/VR.2001.10017
H. Takemura, Makoto Sato
{"title":"Workshop 1: Virtual Reality and its Application for Human Centered System","authors":"H. Takemura, Makoto Sato","doi":"10.1109/VR.2001.10017","DOIUrl":"https://doi.org/10.1109/VR.2001.10017","url":null,"abstract":"The purpose of the workshop is to have an open forum for all the research scientists and engineers who work for practical application area of VR, especially for industrial use. In Japan, the government research project, “Human Media,” has started in 1996 and this year is the end of the first project term. “Human Media” project aims to develop basic technology for human centered multimedia system that integrate virtual reality, artificial intelligence and “Kansei” engineering technology. The workshop consists of invited talk from “Human Media” project and other presentation recruited from general audience. The workshop organizer will call for papers and publish workshop proceedings. The organizers hope to make the workshop as a discussion forum for researchers and engineers who designs industrial applications of VR in the 21 century. Proceedings of the Virtual Reality 2001 Conference (VR’01) 0-7695-0948-7/01 $17.00 © 2001 IEEE","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"17 1","pages":"315"},"PeriodicalIF":0.0,"publicationDate":"2001-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81142328","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
Tutorial 2: Designing and Implementing an Effective Virtual Reality Trainer 教程2:设计和实现一个有效的虚拟现实培训师
Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces Pub Date : 2001-03-13 DOI: 10.1109/VR.2001.10009
R. Breaux, L. Nguyen, D. Schmorrow, J. Cohn
{"title":"Tutorial 2: Designing and Implementing an Effective Virtual Reality Trainer","authors":"R. Breaux, L. Nguyen, D. Schmorrow, J. Cohn","doi":"10.1109/VR.2001.10009","DOIUrl":"https://doi.org/10.1109/VR.2001.10009","url":null,"abstract":"This half-day tutorial intends to synthesize, at a level of understanding suitable for both introductory and intermediate levels of experience, the many disparate issues involved in producing an effective VR training device. Individuals completing this workshop will gain an understanding of the breadth and depth of processes involved with the successful creation of effective VR-based training. Topics to be covered include: 1.Multidisciplinary collaboration: the need for dialogue between engineers, computer scientists/programmers and psychologists is imperative to successful design and implementation. 2.VR training assets: an overview of the advantages that VR trainers offer the training community, over traditional Legacy-type trainers. 3.Requirements: how the requirements for a specific type of VR trainer are determined, assessed, and addressed. 4.Training issues in VR content areas: a) HCI/Multisensory issues b) VE-based knowledge extraction c) Automated instructional approaches to training d) Collaborative/interactive VR e) Novel VR training interventions 5.Training effectiveness evaluation: methods for validating the efficacy of training delivered in VR trainers. 6.Examples: discussion of these processes at work that have lead to finished products and current work on developing simulation techniques that resemble direct, natural interaction of a person with the real world. Proceedings of the Virtual Reality 2001 Conference (VR’01) 0-7695-0948-7/01 $17.00 © 2001 IEEE","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"48 1","pages":"308"},"PeriodicalIF":0.0,"publicationDate":"2001-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73627353","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
Tutorial 5: Virtual Reality for Fun and Profit 教程5:虚拟现实的乐趣和利润
Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces Pub Date : 2001-03-13 DOI: 10.1109/VR.2001.10003
C. Cruz-Neira, W. Swartout, M. Macedonia
{"title":"Tutorial 5: Virtual Reality for Fun and Profit","authors":"C. Cruz-Neira, W. Swartout, M. Macedonia","doi":"10.1109/VR.2001.10003","DOIUrl":"https://doi.org/10.1109/VR.2001.10003","url":null,"abstract":"This course addresses the field of virtual reality from design and installation of a facility to end-uses of the technology. The course it is focused on what it is needed to develop a successful virtual reality facility, integrate it with on-going research projects, and transfer the research results into a working environment. The course provides attendees with criteria to identify whether or not VR technology could be a tool in their working environment and the challenges that they will face to introduce VR at their sites. The course will cover several working VR sites and applications in academia and industry along with discussions of their design processes. Proceedings of the Virtual Reality 2001 Conference (VR’01) 0-7695-0948-7/01 $17.00 © 2001 IEEE","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"62 1","pages":"311"},"PeriodicalIF":0.0,"publicationDate":"2001-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84285751","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
The Inner World of the Noh 能族的内心世界
Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces Pub Date : 2001-03-13 DOI: 10.1109/VR.2001.10000
Naohiko Umewaka
{"title":"The Inner World of the Noh","authors":"Naohiko Umewaka","doi":"10.1109/VR.2001.10000","DOIUrl":"https://doi.org/10.1109/VR.2001.10000","url":null,"abstract":"","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"144 1 1","pages":"3-"},"PeriodicalIF":0.0,"publicationDate":"2001-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81001573","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
Tutorial 1: Advances in the Application of Virtual Environments for Mental Healthcare 教程1:虚拟环境在心理健康中的应用进展
Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces Pub Date : 2001-03-13 DOI: 10.1109/VR.2001.10006
A. Rizzo
{"title":"Tutorial 1: Advances in the Application of Virtual Environments for Mental Healthcare","authors":"A. Rizzo","doi":"10.1109/VR.2001.10006","DOIUrl":"https://doi.org/10.1109/VR.2001.10006","url":null,"abstract":"Virtual environment (VE) technology has undergone a transition in the past few years that has taken it out of the realm of expensive toy and into that of functional technology. Recently, in the field of Mental Healthcare (MH), the considerable potential of VEs has been recognized for the scientific study, assessment/diagnosis, and treatment/rehabilitation of a wide range of mental disorders and functional impairments. Unfortunately, media hype oversold the potential of Virtual Reality during the early-to-mid 90’s, building expectations that were impossible to satisfy with the technology of that time. However, as the technology has recently developed, examples of successful MH applications have emerged and R&D in this area has accelerated. Thus far, promising results have been reported applying VE technology for the assessment and treatment of social, emotional, behavioral, cognitive, and functional mental health targets. A short list of these applications includes the assessment and treatment of phobias (i.e., flying, heights, closed spaces, public speaking, etc.), obsessive-compulsive disorders, post-traumatic stress disorder, pain management, attention deficit hyperactivity disorder, and a wide range of cognitive impairments due to central nervous system damage or dysfunction. These approaches have produced assessment and treatment options that were unavailable, or prohibitively expensive, using traditional methods. This half-day tutorial will provide a general introduction to a wide variety of mental health disorders, and present the rationale for the use of VEs in these areas. Key ingredients that are available with VEs for targeting mental disorders including exposure, distraction, and complex immersive interaction will be discussed and analyzed. An extensive review of VE/Mental Health applications will follow with analysis of the “additive-value” of these systems over traditional methodologies. The workshop will conclude with the presentation of a model for conducting a pragmatic and clinically-oriented cost/benefit analysis for determining the potential value of VE applications for specific MH targets. Proceedings of the Virtual Reality 2001 Conference (VR’01) 0-7695-0948-7/01 $17.00 © 2001 IEEE","PeriodicalId":74561,"journal":{"name":"Proceedings. IEEE Conference on Virtual Reality and 3D User Interfaces","volume":"28 1","pages":"307"},"PeriodicalIF":0.0,"publicationDate":"2001-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73848801","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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