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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Usability benchmarks for motion tracking systems 运动跟踪系统的可用性基准
Jean-Luc Lugrin, Dennis Wiebusch, Marc Erich Latoschik, Alexander Strehler
{"title":"Usability benchmarks for motion tracking systems","authors":"Jean-Luc Lugrin, Dennis Wiebusch, Marc Erich Latoschik, Alexander Strehler","doi":"10.1145/2503713.2503730","DOIUrl":"https://doi.org/10.1145/2503713.2503730","url":null,"abstract":"Precise, accurate, fast, and low-latency motion tracking is a core requirement of real-time human-computer interfaces. The choices of tracking systems for a particular set of 3D interaction techniques are manifold. Hence, guidance in this task is greatly beneficial. In this paper, we propose to establish a set of canonical and simple game-based benchmarks for a potentially standardised comparison of tracking systems. The benchmarks focus on usability scores given reoccurring interaction tasks without requiring potentially missing, incomplete, or complex latency or accuracy raw measurements. Our first two benchmarks evaluate three tracking systems regarding motion-parallax and 3D object manipulation techniques. Our usability comparisons confirmed an expected advantage of low-latency/high-accuracy systems, while they also demonstrated that certain tracking systems perform better than suggested by previous measurements of their raw performances. This indicates that our approach provides an adequate replacement and improvement over the pure comparison of technical specifications. We believe our benchmarks could benefit the research community by facilitating a usability-based comparison of motion tracking systems.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"28 1","pages":"49-58"},"PeriodicalIF":0.0,"publicationDate":"2013-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84234782","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: 9
6DoF navigation in virtual worlds: comparison of joystick-based and head-controlled paradigms 虚拟世界中的6DoF导航:基于操纵杆和头控模式的比较
Weiya Chen, Anthony Plancoulaine, N. Férey, Damien Touraine, J. Nelson, P. Bourdot
{"title":"6DoF navigation in virtual worlds: comparison of joystick-based and head-controlled paradigms","authors":"Weiya Chen, Anthony Plancoulaine, N. Férey, Damien Touraine, J. Nelson, P. Bourdot","doi":"10.1145/2503713.2503754","DOIUrl":"https://doi.org/10.1145/2503713.2503754","url":null,"abstract":"6DoF navigation in a virtual world can usually be implemented by two types of navigation techniques: joystick-based input devices and steering metaphors based on movements of the user's body, e.g. head-controlled paradigms. These two different types of 6DoF navigation techniques provide users with the same level of control, but the latter introduces the user's physical movements in the navigation, which we believe will improve the navigation experience in immersive virtual environments. In this paper, we compare these two types of 6DoF navigation techniques in an immersive context, through an experiment using both objective and subjective measurements to assess user performance, the occurrence of cybersickness symptoms and the level of presence, when using either of these navigation paradigms.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"312 1","pages":"111-114"},"PeriodicalIF":0.0,"publicationDate":"2013-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80012803","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: 40
ShoeSoleSense: proof of concept for a wearable foot interface for virtual and real environments ShoeSoleSense:用于虚拟和真实环境的可穿戴足部接口的概念验证
Denys J. C. Matthies, F. Müller, C. Anthes, D. Kranzlmüller
{"title":"ShoeSoleSense: proof of concept for a wearable foot interface for virtual and real environments","authors":"Denys J. C. Matthies, F. Müller, C. Anthes, D. Kranzlmüller","doi":"10.1145/2503713.2503740","DOIUrl":"https://doi.org/10.1145/2503713.2503740","url":null,"abstract":"ShoeSoleSense is a proof of concept, novel body worn interface - an insole that enables location independent hands-free interaction through the feet. Forgoing hand or finger interaction is especially beneficial when the user is engaged in real world tasks. In virtual environments as moving through safety training applications is often conducted via finger input, which is not very suitable. To enable a more intuitive interaction, alternative control concepts utilize gesture control, which is usually tracked by statically installed cameras in CAVE-like-installations. Since tracking coverage is limited, problems may also occur. The introduced prototype provides a novel control concept for virtual reality as well as real life applications. Demonstrated functions include movement control in a virtual reality installation such as moving straight, turning and jumping. Furthermore the prototype provides additional feedback by heating up the feet and vibrating in dedicated areas on the surface of the insole.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"43 1","pages":"93-96"},"PeriodicalIF":0.0,"publicationDate":"2013-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81273825","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: 39
Improved pre-warping for wide angle, head mounted displays 改进了广角头戴式显示器的预翘曲
Daniel Pohl, Gregory S. Johnson, Timo Bolkart
{"title":"Improved pre-warping for wide angle, head mounted displays","authors":"Daniel Pohl, Gregory S. Johnson, Timo Bolkart","doi":"10.1145/2503713.2503752","DOIUrl":"https://doi.org/10.1145/2503713.2503752","url":null,"abstract":"High-quality head mounted displays are becoming available in the consumer space. These displays provide an immersive gaming experience by filling the wearer's field of view. To achieve immersion with low cost, a commodity display panel is placed a short distance in front of each eye, and wide-angle optics are used to bring the image into focus. However, these optics introduce spatial and chromatic distortion into the image seen by the viewer. As a result, the images to be displayed must be pre-warped to cancel this distortion. This correction can be performed by warping the image in a post-processing step, by warping the scene geometry before rendering, or by modeling corrective optics in the virtual camera.\u0000 Here, we examine the image quality and performance of several correction methods. Though image warping with a bilinear filter is common [Antonov et al. 2013], we find that bicubic filtering yields improved image quality with minimal performance impact. We also propose a new method for correcting chromatic distortion by warping the image using distortion meshes, and we propose a method for correcting spatial and chromatic distortion accurately in-camera.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"61 1","pages":"259-262"},"PeriodicalIF":0.0,"publicationDate":"2013-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91032843","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: 36
Emotion-enabled haptic-based serious game for post stroke rehabilitation 基于情感触觉的中风后康复严肃游戏
Xiyuan Hou, O. Sourina
{"title":"Emotion-enabled haptic-based serious game for post stroke rehabilitation","authors":"Xiyuan Hou, O. Sourina","doi":"10.1145/2503713.2503738","DOIUrl":"https://doi.org/10.1145/2503713.2503738","url":null,"abstract":"In this paper, we propose and develop a novel adaptive haptic- based serious game for post stroke rehabilitation. Real-time patients emotions monitoring based on the Electroencephalogram (EEG) is used as an additional game control. A subject-dependent algorithm recognizing negative and positive emotions from EEG is integrated. Force feedback is proposed and implemented in the game. The proposed EEG-enabled haptic-based serious game could help to promote rehabilitation of the patients with motor deficits after stroke. Such games could be used by the patients for post stroke rehabilitation even at home convenience without a nurse presence.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"45 1","pages":"31-34"},"PeriodicalIF":0.0,"publicationDate":"2013-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91206645","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
Supporting interoperability and presence awareness in collaborative mixed reality environments 支持协作式混合现实环境中的互操作性和存在感
Oyewole Oyekoya, Ran Stone, W. Steptoe, L. Alkurdi, S. Klare, A. Peer, T. Weyrich, Benjamin Cohen, F. Tecchia, A. Steed
{"title":"Supporting interoperability and presence awareness in collaborative mixed reality environments","authors":"Oyewole Oyekoya, Ran Stone, W. Steptoe, L. Alkurdi, S. Klare, A. Peer, T. Weyrich, Benjamin Cohen, F. Tecchia, A. Steed","doi":"10.1145/2503713.2503732","DOIUrl":"https://doi.org/10.1145/2503713.2503732","url":null,"abstract":"In the BEAMING project we have been extending the scope of collaborative mixed reality to include the representation of users in multiple modalities, including augmented reality, situated displays and robots. A single user (a visitor) uses a high-end virtual reality system (the transporter) to be virtually teleported to a real remote location (the destination). The visitor may be tracked in several ways including emotion and motion capture. We reconstruct the destination and the people within it (the locals). In achieving this scenario, BEAMING has integrated many heterogeneous systems. In this paper, we describe the design and key implementation choices in the Beaming Scene Service (BSS), which allows the various processes to coordinate their behaviour. The core of the system is a light-weight shared object repository that allows loose coupling between processes with very different requirements (e.g. embedded control systems through to mobile apps). The system was also extended to support the notion of presence awareness. We demonstrate two complex applications built with the BSS.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"110 1","pages":"165-174"},"PeriodicalIF":0.0,"publicationDate":"2013-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87585016","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: 20
Are virtual patients effective to train diagnostic skills?: a study with bulimia nervosa virtual patients 虚拟病人对训练诊断技能有效吗?神经性贪食症虚拟患者的研究
J. Gutiérrez-Maldonado, M. Ferrer-García
{"title":"Are virtual patients effective to train diagnostic skills?: a study with bulimia nervosa virtual patients","authors":"J. Gutiérrez-Maldonado, M. Ferrer-García","doi":"10.1145/2503713.2517834","DOIUrl":"https://doi.org/10.1145/2503713.2517834","url":null,"abstract":"Differential diagnosis is carried out early during the diagnostic interview, and this process requires a series of abilities that must be developed through sound training. The use of virtual reality in interactive simulations with Virtual Patients (VPs) enables students to learn by doing, through first-person experience, without interaction with real patients. VPs are interactive computer simulations of patient encounters used in health care education for learning and assessment. They typically include interactive features for illness history taking, explorations, tests, and features for suggesting diagnosis and treatment plans [Fors, Muntean, Botezatu and Zary, 2009]. VPs have been shown to have a great educational value especially for training clinical reasoning [Cook and Triola, 2009] and differential diagnosis [Peñaloza-Salazar et al. 2011]. The present study tested an application for teaching healthcare professionals the skills required to perform the differential diagnosis of bulimia nervosa.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"104 1","pages":"267"},"PeriodicalIF":0.0,"publicationDate":"2013-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82289039","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
Human-virtual human interaction by upper body gesture understanding 通过上身手势理解的人-虚拟人互动
Yang Xiao, Junsong Yuan, D. Thalmann
{"title":"Human-virtual human interaction by upper body gesture understanding","authors":"Yang Xiao, Junsong Yuan, D. Thalmann","doi":"10.1145/2503713.2503727","DOIUrl":"https://doi.org/10.1145/2503713.2503727","url":null,"abstract":"In this paper, a novel human-virtual human interaction system is proposed. This system supports a real human to communicate with a virtual human using natural body language. Meanwhile, the virtual human is capable of understanding the meaning of human upper body gestures and reacting with its own personality by the means of body action, facial expression and verbal language simultaneously. In total, 11 human upper body gestures with and without human-object interaction are currently involved in the system. They can be characterized by human head, hand and arm posture. In our system implementation, the wearable Immersion CyberGlove II is used to capture the hand posture and the vision-based Microsoft Kinect takes charge of capturing the head and arm posture. This is a new sensor solution for human-gesture capture, and can be regarded as the most important contribution of this paper. Based on the posture data from the CyberGlove II and the Kinect, an effective and real-time human gesture recognition algorithm is also proposed. To verify the effectiveness of the gesture recognition method, we build a human gesture sample dataset. Additionally, the experiments demonstrate that our algorithm can recognize human gestures with high accuracy in real time.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"1 1","pages":"133-142"},"PeriodicalIF":0.0,"publicationDate":"2013-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78504292","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: 33
New iterative ray-traced collision detection algorithm for GPU architectures 基于GPU架构的新的迭代光线跟踪碰撞检测算法
François Lehericey, V. Gouranton, B. Arnaldi
{"title":"New iterative ray-traced collision detection algorithm for GPU architectures","authors":"François Lehericey, V. Gouranton, B. Arnaldi","doi":"10.1145/2503713.2503749","DOIUrl":"https://doi.org/10.1145/2503713.2503749","url":null,"abstract":"We present IRTCD, a novel Iterative Ray-Traced Collision Detection algorithm that exploits spatial and temporal coherency. Our approach uses any existing standard ray-tracing algorithm and we propose an iterative algorithm that updates the previous time step results at a lower cost with some approximations. Applied for rigid bodies, our iterative algorithm accelerate the collision detection by a speedup up to 33 times compared to non-iterative algorithms on GPU.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"31 1","pages":"215-218"},"PeriodicalIF":0.0,"publicationDate":"2013-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74169779","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: 11
A two-arm coordination model for phantom limb pain rehabilitation 幻肢痛康复的双臂协调模型
E. Molla, R. Boulic
{"title":"A two-arm coordination model for phantom limb pain rehabilitation","authors":"E. Molla, R. Boulic","doi":"10.1145/2503713.2503739","DOIUrl":"https://doi.org/10.1145/2503713.2503739","url":null,"abstract":"Following limb loss, patients usually continue having sensations on their missing limbs as if they were still present. Significant amount of such sensations are painful and referred as Phantom Limb Pain (PLP). Previous research has shown that providing the patient with the visual feedback of a limb at the place of the missing one in Virtual Reality (VR) can reduce PLP. In this paper we introduce a model to coordinate the arms allowing the exercising of a much broader range of reach tasks for alleviating the PLP more efficiently. Our Two-Arm Coordination Model (TACM) synthesizes the missing limb pose from the instantaneous variations of the intact opposite limb for a given reach task. Moreover, we propose a setup that makes use of a virtual mirror to enhance the full-body awareness of the patient in the virtual space.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"12 1","pages":"35-38"},"PeriodicalIF":0.0,"publicationDate":"2013-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82714237","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
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