Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology最新文献

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Evaluating scala, actors, & ontologies for intelligent realtime interactive systems 评估智能实时交互系统的scala、actor和本体
Dennis Wiebusch, Martin Fischbach, Marc Erich Latoschik, H. Tramberend
{"title":"Evaluating scala, actors, & ontologies for intelligent realtime interactive systems","authors":"Dennis Wiebusch, Martin Fischbach, Marc Erich Latoschik, H. Tramberend","doi":"10.1145/2407336.2407365","DOIUrl":"https://doi.org/10.1145/2407336.2407365","url":null,"abstract":"This article evaluates the utility of three technical design approaches implemented during the development of a Realtime Interactive Systems (RIS) architecture focusing on the areas of Virtual and Augmented Reality (VR and AR), Robotics, and Human-Computer Interaction (HCI). The design decisions are (1) the choice of the Scala programming language, (2) the implementation of the actor computational model, and (3) the central incorporation of ontologies as a base for semantic modeling, required for several Artificial Intelligence (AI) methods. A white-box expert review is applied to a detailed use case illustrating an interactive and multimodal game scenario, which requires a number of complex functional features like speech and gesture processing and instruction mapping. The review matches the three design decisions against three comprehensive non-functional requirements from software engineering: Reusability, scalability, and extensibility. The qualitative evaluation is condensed to a semi-quantitative summary, pointing out the benefits of the chosen technical design.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"35 1","pages":"153-160"},"PeriodicalIF":0.0,"publicationDate":"2012-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80497814","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
Leaning-based travel interfaces revisited: frontal versus sidewise stances for flying in 3D virtual spaces 基于学习的旅行界面重新审视:在3D虚拟空间中飞行的正面与侧面姿态
Jia Wang, R. Lindeman
{"title":"Leaning-based travel interfaces revisited: frontal versus sidewise stances for flying in 3D virtual spaces","authors":"Jia Wang, R. Lindeman","doi":"10.1145/2407336.2407360","DOIUrl":"https://doi.org/10.1145/2407336.2407360","url":null,"abstract":"In this paper we revisit the design of leaning-based travel interfaces and propose a design space to categorize existing implementations. Within the design space, frontal and sidewise stances when using a flying surfboard interface were compared through a user study. The interfaces were adapted and improved from our previous designs using a body-mounted, multi-touch touchpad. Two different experiments were designed and conducted that focus on user performance and virtual world cognition, respectively. The results suggest better user performance and user experience when using the frontal stance, although no better spatial orientation or virtual world cognition was identified. Further, user interviews revealed that despite the realistic simulation of skateboarding/snowboarding, the sidewise stance suffers from poor usability due to inefficient and inaccurate turning control and confusion between the viewing and movement directions. Based on these results, several guidelines are proposed to aid the design of leaning-based travel interfaces for immersive virtual reality applications.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"96 1","pages":"121-128"},"PeriodicalIF":0.0,"publicationDate":"2012-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80979295","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: 17
Collaborative approach for dynamic adjustment of selection areas in polygonal modelling 多边形建模中选择区域动态调整的协同方法
Adrien Girard, Y. Bellik, M. Auvray, M. Ammi
{"title":"Collaborative approach for dynamic adjustment of selection areas in polygonal modelling","authors":"Adrien Girard, Y. Bellik, M. Auvray, M. Ammi","doi":"10.1145/2407336.2407381","DOIUrl":"https://doi.org/10.1145/2407336.2407381","url":null,"abstract":"Mutual awareness between users working in collaborative virtual environments is an important factor for efficient collaboration. This article presents a collaborative metaphor dedicated to the dynamic adjustment of selection area in polygonal modelling.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"102 1","pages":"205-206"},"PeriodicalIF":0.0,"publicationDate":"2012-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82914150","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
CaveUDK: a VR game engine middleware CaveUDK:一个VR游戏引擎中间件
Jean-Luc Lugrin, Fred Charles, M. Cavazza, M. Renard, J. Freeman, J. Lessiter
{"title":"CaveUDK: a VR game engine middleware","authors":"Jean-Luc Lugrin, Fred Charles, M. Cavazza, M. Renard, J. Freeman, J. Lessiter","doi":"10.1145/2407336.2407363","DOIUrl":"https://doi.org/10.1145/2407336.2407363","url":null,"abstract":"Previous attempts at developing immersive versions of game engines have faced difficulties in achieving both overall high performance and preserving reusability of software developments. In this paper, we present a high-level VR middleware based on one of the most successful commercial game engines: the Unreal® Engine 3.0 (UE3). We describe a VR framework implemented as an extension to the Unreal® Development Kit (UDK) supporting CAVE\"-like installations. Our approach relies on a distributed architecture reinforced by specific replication patterns to synchronize the user's point of view and interactions within a multi-screen installation. Our performance benchmarks indicated that our immersive port does not affect the game engine performance, even with complex real-time applications, such as fast-paced multiplayer First Person Shooter (FPS) games or high-resolution graphical environments with 2M+ polygons. A user study also demonstrated the capacity of our VR middleware to elicit high spatial presence while maintaining low cybersickness effects. With free distribution, we believe such a platform can support future Entertainment and VR research.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"39 1","pages":"137-144"},"PeriodicalIF":0.0,"publicationDate":"2012-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88037545","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: 22
Supporting data collection in virtual worlds 支持虚拟世界中的数据收集
H. Luong, D. Gautam, J. Gauch, Susan Gauch
{"title":"Supporting data collection in virtual worlds","authors":"H. Luong, D. Gautam, J. Gauch, Susan Gauch","doi":"10.1145/2407336.2407375","DOIUrl":"https://doi.org/10.1145/2407336.2407375","url":null,"abstract":"This paper presents a new services paradigm for virtual world crawler interaction that is co-operative and exploits information about 3D objects in the virtual world. Our approach supports analyzing redundant information crawled from virtual worlds in order to decrease the amount of data collected by crawlers, keep search engine collections up to date, and provide an efficient mechanism for collecting and searching information from multiple virtual worlds.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"131 1","pages":"193-194"},"PeriodicalIF":0.0,"publicationDate":"2012-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85650934","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
Random model variation for universal feature tracking 通用特征跟踪的随机模型变化
Jan Herling, W. Broll
{"title":"Random model variation for universal feature tracking","authors":"Jan Herling, W. Broll","doi":"10.1145/2407336.2407368","DOIUrl":"https://doi.org/10.1145/2407336.2407368","url":null,"abstract":"Feature based tracking approaches become more and more common for Augmented Reality (AR). However, most upcoming AR solutions are designed for mobile devices, in particular for smartphones and tablet computers, lacking sufficient performance for the execution of state-of-the art feature based approaches at interactive frame rates. In this paper we will present our approach significantly increasing the speed of feature based tracking, thus allowing for real-time applications even on mobile devices. Our approach applies a randomized pose initialization, is applicable to any feature detector and does not require any feature appearance attributes, such as descriptors or ferns.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"1950 1","pages":"169-176"},"PeriodicalIF":0.0,"publicationDate":"2012-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91214131","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
HapSeat: producing motion sensation with multiple force-feedback devices embedded in a seat HapSeat:在座椅中嵌入多个力反馈装置,产生运动感觉
F. Danieau, J. Fleureau, P. Guillotel, N. Mollet, A. Lécuyer, M. Christie
{"title":"HapSeat: producing motion sensation with multiple force-feedback devices embedded in a seat","authors":"F. Danieau, J. Fleureau, P. Guillotel, N. Mollet, A. Lécuyer, M. Christie","doi":"10.1145/2407336.2407350","DOIUrl":"https://doi.org/10.1145/2407336.2407350","url":null,"abstract":"We introduce a novel way of simulating sensations of motion which does not require an expensive and cumbersome motion platform. Multiple force-feedbacks are applied to the seated user's body to generate a sensation of motion experiencing passive navigation. A set of force-feedback devices such as mobile armrests or headrests are arranged around a seat so that they can apply forces to the user. We have dubbed this new approach HapSeat. A proof of concept has been designed which uses three low-cost force-feedback devices, and two control models have been implemented. Results from the first user study suggest that subjective sensations of motion are reliably generated using either model. Our results pave the way to a novel device to generate consumer motion effects based on our prototype.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"20 1","pages":"69-76"},"PeriodicalIF":0.0,"publicationDate":"2012-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84077607","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
Are immerrsive FPS games enjoyable? 沉浸式FPS游戏有趣吗?
Jeann-Luc Lugrinn, Fred Charles, M. Cavazza, M. Renard, J. Freeman, J. Lessiter
{"title":"Are immerrsive FPS games enjoyable?","authors":"Jeann-Luc Lugrinn, Fred Charles, M. Cavazza, M. Renard, J. Freeman, J. Lessiter","doi":"10.1145/2407336.2407378","DOIUrl":"https://doi.org/10.1145/2407336.2407378","url":null,"abstract":"This paper describes an experiment comparinng immersive and non-immersive gaming using a state-of-the-art first person shooter game (FPS) in which we analyse user experience and performance through a combination of in-game metrics, questionaires and subjective reports. Our results show an overwhelming subjective preference for the immersive version despite a decrease in performance attributed to a more realistic aimming mechanism. Interaction metrics suggest that users took full advantage of the immmersive context rather than simply transposing their desktop gaming skills.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"63 1","pages":"199-200"},"PeriodicalIF":0.0,"publicationDate":"2012-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74094121","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
FlyVIZ: a novel display device to provide humans with 360° vision by coupling catadioptric camera with hmd FlyVIZ:一种新型显示设备,通过反射式相机与头戴式显示器的耦合,为人类提供360°的视觉
Jérôme Ardouin, A. Lécuyer, M. Marchal, Clément Riant, É. Marchand
{"title":"FlyVIZ: a novel display device to provide humans with 360° vision by coupling catadioptric camera with hmd","authors":"Jérôme Ardouin, A. Lécuyer, M. Marchal, Clément Riant, É. Marchand","doi":"10.1145/2407336.2407344","DOIUrl":"https://doi.org/10.1145/2407336.2407344","url":null,"abstract":"Have you ever dreamed of having eyes in the back of your head? In this paper we present a novel display device called FlyVIZ which enables humans to experience a real-time 360° vision of their surroundings for the first time. To do so, we combine a panoramic image acquisition system (positioned on top of the user's head) with a Head-Mounted Display (HMD). The omnidirectional images are transformed to fit the characteristics of HMD screens. As a result, the user can see his/her surroundings, in real-time, with 360° images mapped into the HMD field-ofview. We foresee potential applications in different fields where augmented human capacity (an extended field-of-view) could benefit, such as surveillance, security, or entertainment. FlyVIZ could also be used in novel perception and neuroscience studies.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"18 1","pages":"41-44"},"PeriodicalIF":0.0,"publicationDate":"2012-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82084917","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: 63
Elastic connections: separating and observation methods for complex virtual objects 弹性连接:复杂虚拟对象的分离与观察方法
M. Otsuki, Tsutomu Oshita, Asako Kimura, F. Shibata, H. Tamura
{"title":"Elastic connections: separating and observation methods for complex virtual objects","authors":"M. Otsuki, Tsutomu Oshita, Asako Kimura, F. Shibata, H. Tamura","doi":"10.1145/2407336.2407374","DOIUrl":"https://doi.org/10.1145/2407336.2407374","url":null,"abstract":"Today's technology enables users to manipulate complex, multi-part 3D virtual objects such as industrial products, structures designed by CAD, and models of the human body in large 3D space. In general modeling software, parts of such a complex 3D virtual objects are grouped and manipulated together, but not individually, for efficient operation. Therefore, a separating operation is necessary when the user wants to observe or manipulate only a part of a complex object. We have developed a system that realizes gesture-based separation and observation of a group of parts within complex virtual objects in 3D space. One of the practical applications of our system is in training, such as learning the structure of the human body or industrial products. In our system, users can separate a group of parts freely by pulling and cutting a virtual rubber band. The widths of these virtual rubber bands are relative to the connection strength between each part. This allows the user to easily understand relationships between parts. Additionally, this feedback provides a comfortable operational familiarity.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"122 1","pages":"191-192"},"PeriodicalIF":0.0,"publicationDate":"2012-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89834785","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
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