用于实景虚拟现实游戏的室内导航系统

A. Silva, Luís Valente, E. Clua, B. Feijó
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引用次数: 7

摘要

最近HMD设备(如Oculus Rift、三星VR和HTC Vive)的普及,为缓解高端设备的传统限制提供了新的视角,让人们再次关注虚拟现实以及游戏和娱乐应用的新可能性。虚拟现实技术和情境感知的进步催生了新的游戏类型,如我们在之前的作品中提出的“实景虚拟现实游戏”。实景虚拟现实游戏创造了一种“增强虚拟”——一种混合现实,在这种混合现实中,虚拟世界被真实世界的信息所增强。在这些游戏中,玩家戴上HMD设备,看到的是一个虚拟世界,这个虚拟世界是用物理世界的建筑作为基本几何和环境信息而构建的。驻留在物理世界中的物理对象也映射到虚拟元素。实景虚拟现实游戏保持了虚拟世界和现实世界的叠加,要求玩家在环境中进行物理移动,并使用不同的交互范式(如有形交互和化身交互)来完成游戏活动。这种设置使玩家能够触摸物理建筑元素(如墙壁)和其他物体,“感受”混合现实环境。我们提出了一种实现实景虚拟现实游戏的低成本系统的架构,该系统解决了室内导航和物理元素的跟踪问题,由于其准确性而提供了良好的结果。该系统基于红外标记,与基于基准标记的解决方案相比,能够在光谱红外区域工作,光学噪声低,精度更高。此外,本文描述了我们的系统,并给出了基于我们的体系结构的两个案例研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An Indoor Navigation System for Live-Action Virtual Reality Games
Recent popularization of HMD devices (such as the Oculus Rift, Samsung VR, and the HTC Vive) has shed light into mitigating traditional restrictions of high end devices, bringing attention again to virtual reality and novel possibilities for games and entertainment applications. The advancement of virtual reality technologies and context-awareness give rise to new game genres such as "live-action virtual reality games", which we proposed in previous works. Live-action virtual reality games create a kind of "augmented virtuality" - a mixed-reality where the virtual world is augmented with real-world information. In these games, players wear HMD devices and see a virtual world that is constructed using the physical world architecture as the basic geometry and context information. Physical objects that reside in the physical world are also mapped to virtual elements. Live-action virtual reality games keep the virtual and real-worlds superimposed, requiring players to physically move in the environment and to use different interaction paradigms (such as tangible & embodied interaction) to complete game activities. This setup enables the players to touch physical architectural elements (such as walls) and other objects, "feeling" the mixed-reality environment. We propose an architecture that implements a low cost system for live-action virtual reality games that addresses indoor navigation and tracking of physical elements, providing good results due to its accuracy. The system is based on infrared markers, enabling it to operate in the spectral infrared region to work with low optical noise and better precision when compared to solutions based on fiducial markers. Furthermore, this paper describes our system and presents two case studies based on our architecture.
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