Virtual reality interactions that require a specific relationship between the virtual and physical coordinate systems, such as passive haptic interactions, are not possible with locomotion techniques using redirected ...
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ISBN:
(数字)9781665453257
ISBN:
(纸本)9781665453257
Virtual reality interactions that require a specific relationship between the virtual and physical coordinate systems, such as passive haptic interactions, are not possible with locomotion techniques using redirected walking. To address this limitation, recent research has introduced environmental alignment, which is the notion of using redirected walking techniques to align the virtual and physical coordinate systems such that these interactions are possible. However, the previous research has only implemented environmental alignment in a reactive manner, and the authors posited that better results could be achieved if a predictive algorithm was instead used. In this work, we introduce a novel way to model the environmental alignment problem as a version of the inverse kinematics problem which can be incorporated into several existing predictive algorithms, as well as a simple proof-of-concept implementation. An exploratory human subject study (N=17) was conducted to evaluate this implementation's usability as a tool for authoring planned path redirected walking scenarios that incorporate physical interactivity. To our knowledge, this is the first study to evaluate redirected walking experience design tools and provides a possible framework for future studies. Our qualitative analysis of the results generated both guidance for integrating automatic solvers and broad recommendations for designing redirected path authoring tools.
In computer graphics, any attempt to realistically visualize movement presents a major challenge. This is especially true for the visualization of facial movements because of a large number of muscles on the face that...
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ISBN:
(纸本)9781665495783
In computer graphics, any attempt to realistically visualize movement presents a major challenge. This is especially true for the visualization of facial movements because of a large number of muscles on the face that are responsible for micro mimicry on which the realism of facial movements depends. The paper presents a low-cost end to end system for estimating and transmitting human facial expressions to a digital character in real time. It comprises a station for analysis and processing of data, in which detected facial features obtained by recording a person with a camera are processed, as well as a station for those displaying movements on a digital character.
In this study, we expand upon recent evidence that the motion of virtual characters affects the proximity of users who are immersed with them in virtual reality (VR). Attractive motions decrease proximity, but no effe...
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ISBN:
(纸本)9781665484022
In this study, we expand upon recent evidence that the motion of virtual characters affects the proximity of users who are immersed with them in virtual reality (VR). Attractive motions decrease proximity, but no effect of character gender on proximity was found. We designed a similar experiment where users observed walking motions in VR which were displayed on male and female virtual characters. Our results show similar patterns found in previous studies, while some differences related to the model of the character emerged.
Image-based 3D reconstruction has increasingly stunning results over the past few years with the latest improvements in computer vision and graphics. Geometry and topology are two fundamental concepts when dealing wit...
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ISBN:
(纸本)9783031207129;9783031207136
Image-based 3D reconstruction has increasingly stunning results over the past few years with the latest improvements in computer vision and graphics. Geometry and topology are two fundamental concepts when dealing with 3D mesh structures. But the latest often remains a side issue in the 3D mesh-based reconstruction literature. Indeed, performing per-vertex elementary displacements over a 3D sphere mesh only impacts its geometry and leaves the topological structure unchanged and fixed. Whereas few attempts propose to update the geometry and the topology, all need to lean on costly 3D ground-truth to determine the faces/edges to prune. We present in this work a method that aims to refine the topology of any 3D mesh through a face-pruning strategy that extensively relies upon 2D alpha masks and camera pose information. Our solution leverages a differentiable renderer that renders each face as a 2D soft map. Its pixel intensity reflects the probability of being covered during the rendering process by such a face. Based on the 2D soft-masks available, our method is thus able to quickly highlight all the incorrectly rendered faces for a given viewpoint. Because our module is agnostic to the network that produces the 3D mesh, it can be easily plugged into any self-supervised image-based (either synthetic or natural) 3D reconstruction pipeline to get complex meshes with a non-spherical topology.
We present a comparison of input devices for common interaction tasks in medical VR training and planning based on two relevant applications. The chosen devices, VR controllers, VR Ink, data gloves, and a real medical...
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ISBN:
(纸本)9781665484022
We present a comparison of input devices for common interaction tasks in medical VR training and planning based on two relevant applications. The chosen devices, VR controllers, VR Ink, data gloves, and a real medical instrument, differ in their degree of specialization and their grip. The conducted user study shows that the controllers and VR Ink performed significantly better than the other devices regarding precision. Concerning questionnaire results, no device stands out but most participants preferred the VR Ink for both applications. These results can serve as a guide to identify an appropriate device for future medical VR applications.
A simultaneous walking experience in virtual and real spaces can provide a high sense of presence. However, users may face challenges when walking within a large virtual space while walking in a small and complex real...
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ISBN:
(数字)9781665453257
ISBN:
(纸本)9781665453257
A simultaneous walking experience in virtual and real spaces can provide a high sense of presence. However, users may face challenges when walking within a large virtual space while walking in a small and complex real space. Several methods such as Redirected Walking (RDW) and Substitutional Reality (SR) have been proposed as different approaches to this problem. However, the users must "reset" their movement direction at unpredictable moments to avoid collision in a small and complex real space when using subtle RDW that does not maintain the correspondence between virtual and real space. Contrarily, exploration through the SR has a limitation in that the VR scene is restricted to a controlled area. In this paper, we propose Reset at Fixed Positions (RFP), a method that combines RDW with the advantage of the SR and matches walkable real space with walkable virtual space. To utilize RFP, we defined Guaranteed Space Block (GSB), a unit space that constitutes a walkable virtual space. This space is obtained through the point reflection of the GSB utilizing the reset position within the GSB. RFPs can be implemented by two methods: Generating Virtual Space Using RFP (G-RFP) and Implementing Given Virtual Space Using RFP (I-RFP). G-RFP can create an infinitely large virtual space for exploration. On the other hand, I-RFP can configure a given virtual environment to make users walk. We observed that G-RFP provides higher presence, immersion and a higher mean distance traveled between resets compared to the existing RDW method in a complex real space through a user study. In addition, exploration through I-RFP provided a higher immersion, a comparable presence, and a similar number of resets.
When creating 3D content, highly specialized skills are generally needed to design and generate models of objects and other assets by hand. We address this problem through high-quality 3D asset retrieval from multi-mo...
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ISBN:
(纸本)9781450394659
When creating 3D content, highly specialized skills are generally needed to design and generate models of objects and other assets by hand. We address this problem through high-quality 3D asset retrieval from multi-modal inputs, including 2D sketches, images and text. We use CLIP as it provides a bridge to higher-level latent features. We use these features to perform a multi-modality fusion to address the lack of artistic control that affects common data-driven approaches. Our approach allows for multi-modal conditional feature-driven retrieval through a 3D asset database, by utilizing a combination of input latent embeddings. We explore the effects of different combinations of feature embeddings across different input types and weighting methods.
Typical VR interactions can be tiring, including standing up, walking, and mid-air gestures. Such interactions result in decreased comfort and session duration compared with traditional non-VR interfaces, which may, i...
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ISBN:
(纸本)9781665496179
Typical VR interactions can be tiring, including standing up, walking, and mid-air gestures. Such interactions result in decreased comfort and session duration compared with traditional non-VR interfaces, which may, in turn, reduce productivity. Nevertheless, current approaches often neglect this aspect, making the VR experience not as promising as it can be. As we see it, desk VR experiences provide the convenience and comfort of a desktop experience and the benefits of VR immersion, being a good compromise between the overall experience and ergonomics. In this work, we explore navigation techniques targeted at desk VR users, using both controllers and a large multi-touch surface. We address travel and orientation techniques independently, considering only continuous approaches for travel as these are better suited for exploration and both continuous and discrete approaches for orientation. Results revealed advantages for a continuous controller-based travel method and a trend for a dragging-based orientation technique. Also, we identified possible trends towards task focus affecting overall cybersickness symptomatology.
As the boundary between real and virtual life is becoming increasingly blurred, researchers and practitioners are looking for ways to integrate the two intending to improve human lives in a plethora of domains. A cutt...
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ISBN:
(纸本)9781665496179
As the boundary between real and virtual life is becoming increasingly blurred, researchers and practitioners are looking for ways to integrate the two intending to improve human lives in a plethora of domains. A cutting-edge concept is the design of Digital Twins (DT), having a broad range of implications and applications, spanning from education, training, as well as safety and productivity in the workplace. An emergent approach for implementing DTs is the usage of mixed reality (MR) and augmented reality (AR), which are well aligned with merging real and virtual objects to enhance the human's ability to interact with and manage DTs. Yet, this is still a novel area of research and, as such, a grounded understanding of the current state, challenges, and open questions is still lacking. Towards this, we conducted a PRISMA-based literature review of scientific articles and book chapters dealing with the use of MR and AR for digital twins. After a thorough screening phase and eligibility check, 25 papers were analyzed, sorted and compared by different categories like research topic (e.g., visualization, guidance), domain (e.g., manufacturing, education), paper type (e.g., design study, evaluation), evaluation type (user study, case study or none), used hardware (e.g., Microsoft HoloLens, mobile devices) as well as the different outcomes (result type and topic, problems, outlook). The major finding of this research survey is the predominant focus of the reviewed papers on the technology itself and the neglect of factors regarding the users. We, therefore, encourage researchers in this area to keep the importance of ease and joy of use in mind and include users in multiple stages of their work.
Real-time rendering of computer graphics algorithms is achieved through GPU shader programming. Modern graphics APIs provide efficient access to GPU-based processing, but require a complex setup that represent a high ...
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ISBN:
(纸本)9781450390705
Real-time rendering of computer graphics algorithms is achieved through GPU shader programming. Modern graphics APIs provide efficient access to GPU-based processing, but require a complex setup that represent a high entry barrier to students. In designing an introductory computer graphics course, the debate is often about choosing between a top-down approach relying on fixed graphics pipeline functionalities, or whether to start by teaching GPU shader programming first. This poster presents a set of computer graphics assignments that include both CPU-based and GPU-based implementations in the Unity game development engine. Selected algorithms are shown first in the form of C# scripts that interface with the Unity scene editor, at a higher level of abstraction. The same concepts are subsequently revisited with the introduction of parallel processing and GPU programming concepts, by leveraging Unity's built-in interface to lower-level GPU shaders.
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