Direct volume rendering (DVR) is a standard technique for visualizing scientific volumetric data in three-dimension (3D) Utilizing current mixed reality head-mounted displays (MR-HMDs), the DVR can be displayed as a 3...
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ISBN:
(纸本)9781665484022
Direct volume rendering (DVR) is a standard technique for visualizing scientific volumetric data in three-dimension (3D) Utilizing current mixed reality head-mounted displays (MR-HMDs), the DVR can be displayed as a 3D hologram that can be superimposed on the original 'physical' object, offering supplementary x-ray visions showing its interior features. These MR-MHDs are stimulating innovations in a range of scientific application fields, yet their capabilities on DVR have yet to be thoroughly investigated. In this study, we explore a key requirement of rendering latency capability for MR-HMDs by proposing a benchmark application with 5 volumes and 30 rendering parameter variations.
Virtual desktop office and VR theater become popular. Using HMD at high frequencies and for a long time has become an indispensable requirement. Whether this will affect the user's eyesight is one of the major con...
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ISBN:
(纸本)9781728165325
Virtual desktop office and VR theater become popular. Using HMD at high frequencies and for a long time has become an indispensable requirement. Whether this will affect the user's eyesight is one of the major concerns. This paper presents an investigation of a dynamically changed parallax for 2D content in VR systems and potential effects on eyesight. By controlling the horizontal movement of the left and right views, parallax is continuously and slowly adjusted within comfort zone. This can alleviate the static fixation of the eyes to the fixed distance of the display, relieving visual discomfort and reducing the degree of visual impairment. The experimental results show that dynamic parallax can alleviate the visual discomfort of watching videos in HMD and reduce the potential adverse effects on eyesight to some extent. Moreover, the uniform variation parallax has a better effect than the jump parallax.
Since the beginning of the design and implementation of virtual environments. these systems have been built to give the users the best possible experience. One detrimental factor for the user experience was shown to h...
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ISBN:
(纸本)9781728165325
Since the beginning of the design and implementation of virtual environments. these systems have been built to give the users the best possible experience. One detrimental factor for the user experience was shown to he a high end-to-end latency, here measured as motion-to-photon latency, of the system. Thus, a lot of research in the past was focused on the measurement and minimization of this latency in virtual environments. Most existing measurement-techniques require either expensive measurement hardware like an oscilloscope, mechanical components like a pendulum or depend on manual evaluation of samples. This paper proposes a concept of an easy to build. low-cost device consisting of a microcontroller. servo motor and a photo diode to measure the motion-to-photon latency in virtual reality environments fully automatically. It is placed or attached to the system. calibrates itself and is controlled/monitored via a web interface. While the general concept is applicable to a variety of VR technologies, this paper focuses on the context of CAVE-like systems.
The design of immersive VR experiences (iVR) can be explored from several perspectives including but not limited to technical aspects necessary for the creation of the VR content, and the cognitively motivated design ...
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ISBN:
(纸本)9781728165325
The design of immersive VR experiences (iVR) can be explored from several perspectives including but not limited to technical aspects necessary for the creation of the VR content, and the cognitively motivated design principles that are critical for creating user-friendly and efficient immersive experiences. To support learning and education through iVR, the later is crucial as effective learning cannot occur without a clear understanding of how human cognition and memory work, and how immersive experiences affect memory and cognition. As such, the embodied design of iVR, that adequately translates the knowledge of human cognition and memory into interaction mechanics, plays an important role in enhancing embodied immersive experiences in education and learning performances. The proposed research will investigate the role of two embodied affordances in enhancing embodied learning in iVR, specifically in terms of long-term retention of semantic knowledge: (1) Embodied Relative Reference Frame, and (2) Bodily Engagement.
Evaluation of a visualization technique is complex and time-consuming. We present a system that aims at easing design, creation and execution of controlled experiments for visualizations in the web. We include of para...
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ISBN:
(纸本)9781538668849
Evaluation of a visualization technique is complex and time-consuming. We present a system that aims at easing design, creation and execution of controlled experiments for visualizations in the web. We include of parameterizable visualization generation services, thus separating the visualization implementation from study design and execution. This enables experimenters to design and run multiple experiments on the same visualization service in parallel, replicate experiments, and compare different visualization services quickly. The system supports the range from simple questionnaires to visualization-specific interaction techniques as well as automated task generation based on dynamic sampling of parameter spaces. We feature two examples to demonstrate our service-based approach. One example demonstrates how a suite of successive experiments can be conducted, while the other example includes an extended replication study.
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