Depth perception is essential for our daily experiences, aiding in orientation and interaction with our surroundings. Virtual Reality allows us to decouple such depth cues mainly represented through binocular disparit...
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ISBN:
(纸本)9798350374490;9798350374506
Depth perception is essential for our daily experiences, aiding in orientation and interaction with our surroundings. Virtual Reality allows us to decouple such depth cues mainly represented through binocular disparity and motion parallax. Dealing with fully-mesh-based rendering methods these cues are not problematic as they originate from the object's underlying geometry. However, manipulating motion parallax, as seen in stereoscopic imposter-based rendering, raises multiple perceptual questions. Therefore, we conducted a user experiment to investigate how varying object sizes affect such visual errors and perceived 3-dimensionality, revealing an interestingly significant negative correlation and new assumptions about visual quality.
Audio-driven emotional 3D face animation aims to generate emotionally expressive talking heads with synchronized lip movements. However, previous research has often overlooked the influence of diverse emotions on faci...
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ISBN:
(纸本)9798350374025;9798350374032
Audio-driven emotional 3D face animation aims to generate emotionally expressive talking heads with synchronized lip movements. However, previous research has often overlooked the influence of diverse emotions on facial expressions or proved unsuitable for driving Metahuman models. In response to this deficiency, we introduce EmoFace, a novel audio-driven methodology for creating facial animations with vivid emotional dynamics. Our approach can generate facial expressions with multiple emotions, and has the ability to generate random yet natural blinks and eye movements, while maintaining accurate lip synchronization. We propose independent speech encoders and emotion encoders to learn the relationship between audio, emotion and corresponding facial controller rigs, and finally map into the sequence of controller values. Additionally, we introduce two post-processing techniques dedicated to enhancing the authenticity of the animation, particularly in blinks and eye movements. Furthermore, recognizing the scarcity of emotional audio-visual data suitable for Metahuman model manipulation, we contribute an emotional audio-visual dataset and derive control parameters for each frames. Our proposed methodology can be applied in producing dialogues animations of non-playable characters (NPCs) in video games, and driving avatars in virtual reality environments. Our further quantitative and qualitative experiments, as well as an user study comparing with existing researches show that our approach demonstrates superior results in driving 3D facial models. The code and sample data are available at https://***/SJTU-Lucy/EmoFace
This demonstration introduces ElectricalVRSki, a VR skiing application using ankle tendon electrical stimulation (TES) that presents various ground shape perceptions, dynamically. The novelty of our dynamic sensory pr...
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ISBN:
(纸本)9798350374490;9798350374506
This demonstration introduces ElectricalVRSki, a VR skiing application using ankle tendon electrical stimulation (TES) that presents various ground shape perceptions, dynamically. The novelty of our dynamic sensory presentation system is its employment of ankle TES, which can be controlled dynamically using a computer and its controller are small and lightweight. To achieve the perception of the ground shape that changes dynamically, we investigated the intervals for the switching ankle TES at which the body tilt sensation could be perceived. Then, we confirmed that the user's body tilt sensation was dynamically modulated even when the ankle TES was switched at intervals of 1.0 second.
Autonomous vehicles (AVs) are gaining momentum, and features such as autopilot are becoming widespread among consumer vehicles. AVs track the road to drive correctly, however, when they fail, the driver must take over...
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ISBN:
(纸本)9798350374490;9798350374506
Autonomous vehicles (AVs) are gaining momentum, and features such as autopilot are becoming widespread among consumer vehicles. AVs track the road to drive correctly, however, when they fail, the driver must take over. Lane detection is a must-have feature for AVs, which has numerous investigations. Nevertheless, most have gaps in extreme weather, such as snowy winters. The lack of snow datasets adds to this, as most include mild scenarios. This paper presents the prototype of a virtual reality digital twin that will allow training lane detection using synthetic data that would otherwise be difficult to recreate in real life.
Exploring the synergy between visual and acoustic cues in virtual reality (VR) is crucial for elevating user engagement and perceived (social) presence. We present a study exploring the necessity and design impact of ...
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ISBN:
(纸本)9798350374490;9798350374506
Exploring the synergy between visual and acoustic cues in virtual reality (VR) is crucial for elevating user engagement and perceived (social) presence. We present a study exploring the necessity and design impact of background sound source visualizations to guide. the design of future soundscapes. To this end. we immersed n 27 participants using a head-mounted display (HMD) within a virtual seminar room with six virtual peers and a virtual female professor. Participants engaged in a dual-task paradigm involving simultaneously listening to the professor and performing a secondary vibrotactile task, followed by recalling the heard speech content. We compared three types of background sound source visualizations in a within-subject design: no visualization, static visualization, and animated visualization. Participants' subjective ratings indicate the importance of animated background sound source visualization for an optimal coherent audiovisual representation, particularly when embedding peer-emitted sounds. However, despite this subjective preference, audiovisual coherence did not affect participants' performance in the dual-task paradigm measuring their listening effort.
The increasing popularity of immersive environments creates a pressing challenge of reconciling service providers' desire to collect user behavior data with users' privacy concerns. In this study, we investiga...
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ISBN:
(纸本)9798350374490;9798350374506
The increasing popularity of immersive environments creates a pressing challenge of reconciling service providers' desire to collect user behavior data with users' privacy concerns. In this study, we investigate the use of differential privacy (DP) algorithms in VR applications to enable statistical analysis of 3D spatial motion data while protecting against re-identification attacks. We assessed the efficacy of DP on both the original 3D spatial data and its cumulative heat map representation. This study underscores the utility of the DP algorithm in the context of 3D body motion data and highlights its potential for widespread adoption in diverse VR applications.
This paper proposes to integrate an emerging technology, on-skin interface, into the Cave Automatic Virtual Environment (CAVE-like system) to enhance immersion experience and contribute to grasping rehabilitation. The...
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ISBN:
(纸本)9798350374490;9798350374506
This paper proposes to integrate an emerging technology, on-skin interface, into the Cave Automatic Virtual Environment (CAVE-like system) to enhance immersion experience and contribute to grasping rehabilitation. The CAVE-like system can create an engaging rehabilitation environment which will prevent boredom and monotony and make the process more attractive. Nowadays, the prevailing method of interacting with the CAVE-like system relies on traditional handheld controllers but reveals limitations. Holding controllers detaches users from the virtual world as the controllers create a physical barrier between users and the virtual environment. Moreover, handheld controllers are unsuitable for individuals with special needs requiring grasping rehabilitation because they have difficulties manipulating handheld devices. The on-skin interface is expected to hold great promise in enabling hands-free interaction, thereby achieving a more natural human-computer interaction. This paper presents a project plan for developing and implementing an on-skin interface within a CAVE-like system to enhance grasping rehabilitation, while also considering other potential applications.
Co-embodiment, which enables users to share virtual avatars with other entities such as users, robots, or autonomous agents, has raised interest in the Virtual Reality community over the past five years. Most co-embod...
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ISBN:
(纸本)9798350374490;9798350374506
Co-embodiment, which enables users to share virtual avatars with other entities such as users, robots, or autonomous agents, has raised interest in the Virtual Reality community over the past five years. Most co-embodiment studies and implementations only relied on human avatar representation and provided upper-body shared control with the avatar and the users remaining seated. In this work-in-progress paper, we present two new designs of co-embodiment for two users: (1) a full-body shared human avatar and (2) a non-human avatar with four limbs and two heads. We describe the preliminary implementations of our approaches and discuss the potential application and research areas of co-embodiment.
VR applications focused on daily activities for health care, focusing on either physical or cognitive interventions, continue to gain momentum as a result of consumer-level devices. However, interactions are mainly fo...
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ISBN:
(纸本)9798350374490;9798350374506
VR applications focused on daily activities for health care, focusing on either physical or cognitive interventions, continue to gain momentum as a result of consumer-level devices. However, interactions are mainly focused on single user experiences, with little research conducted on VR and asymmetric gameplay, which refers to the fact that players play the game using different media. This article presents a preliminary study focused on how the addition of asymmetry to a house chores VR game positively influences social presence when playing the game. The preliminary results indicate that the participants experienced high behavioral engagement when playing with another person.
Trigonometry is important to a diverse set of fields. However, it is often a difficult topic for students to learn. This is most commonly due to a difficulty of visualizing the concepts and understanding how they are ...
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ISBN:
(纸本)9798350374490;9798350374506
Trigonometry is important to a diverse set of fields. However, it is often a difficult topic for students to learn. This is most commonly due to a difficulty of visualizing the concepts and understanding how they are related. Currently, there are not many widespread tools that encourage the exploration and physical interaction of trigonometry. Build Your Own Trigonometric Adventure (BYOTA) aims to help students gain a better understanding of trigonometric concepts by using them to manipulate terrain geometry in a virtual reality experience. Users can build the terrain around them by modeling a trigonometric equation, view their rotations in multiple unit circle modes, and view the equations that were used to create the specific hills and valleys. They can also directly manipulate the virtual world using World-in-Miniature (WIM), which allows them to customize the terrain and place objects in the environment using a handheld 3D map. BYOTA's objective is to enhance comprehension and encourage playful exploration of trigonometry in virtual reality, offering a concrete way to engage students with abstract mathematical concepts that they often struggle to learn.
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