Nweon Paper https://paper.nweon.com 映维网,影响力虚拟现实(VR)、增强现实(AR)产业信息数据平台 Mon, 01 Mar 2021 04:28:53 +0000 zh-CN hourly 1 https://wordpress.org/?v=4.8.15 https://paper.nweon.com/wp-content/uploads/2020/03/cropped-nweon-icon-1-150x150.png Nweon Paper https://paper.nweon.com 32 32 Altering the Stiffness, Friction, and Shape Perception of Tangible Objects in Virtual Reality Using Wearable Haptics https://paper.nweon.com/9072 Mon, 01 Mar 2021 04:28:53 +0000 https://paper.nweon.com/9072 PubDate: January 2020

Altering the Stiffness, Friction, and Shape Perception of Tangible Objects in Virtual Reality Using Wearable Haptics最先出现在Nweon Paper

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PubDate: January 2020

Teams: University Rennes;Federal University of Rio Grande do Sul

Writers: Steeven Villa Salazar; Claudio Pacchierotti; Xavier de Tinguy; Anderson Maciel; Maud Marchal

PDF: Altering the Stiffness, Friction, and Shape Perception of Tangible Objects in Virtual Reality Using Wearable Haptics

Abstract

Tangible objects are used in virtual reality (VR) and augmented reality (AR) to enhance haptic information on the general shape of virtual objects. However, they are often passive or unable to simulate rich varying mechanical properties. This article studies the effect of combining simple passive tangible objects and wearable haptics for improving the display of varying stiffness, friction, and shape sensations in these environments. By providing timely cutaneous stimuli through a wearable finger device, we can make an object feel softer or more slippery than it really is, and we can also create the illusion of encountering virtual bumps and holes. We evaluate the proposed approach carrying out three experiments with human subjects. Results confirm that we can increase the compliance of a tangible object by varying the pressure applied through a wearable device. We are also able to simulate the presence of bumps and holes by providing timely pressure and skin stretch sensations. Altering the friction of a tangible surface showed recognition rates above the chance level, albeit lower than those registered in the other experiments. Finally, we show the potential of our techniques in an immersive medical palpation use case in VR. These results pave the way for novel and promising haptic interactions in VR, better exploiting the multiple ways of providing simple, unobtrusive, and inexpensive haptic displays.

Altering the Stiffness, Friction, and Shape Perception of Tangible Objects in Virtual Reality Using Wearable Haptics最先出现在Nweon Paper

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Hidden-Surface Processing for Interaction of Hand and Virtual Objects Using Leap Motion Controller https://paper.nweon.com/9070 Mon, 01 Mar 2021 03:01:21 +0000 https://paper.nweon.com/9070 PubDate:

Hidden-Surface Processing for Interaction of Hand and Virtual Objects Using Leap Motion Controller最先出现在Nweon Paper

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PubDate:

Teams: University of Miyazaki;Hiroshima University

Writers: Takahiro Ishizu; Makoto Sakamoto; Takaaki Toyota; Masamichi Hori; Takahiro Shinod; Amane Takei; Takao Ito

PDF: Hidden-Surface Processing for Interaction of Hand and Virtual Objects Using Leap Motion Controller

Abstract

Recently augmented reality (AR) technology has attracted a lot of attention and is studied. Furthermore, it is applied to the interaction technology between human and virtual objects. In AR interaction technology, it is necessary for the user to be able to manipulate virtual objects intuitively, so it is required to manipulate the objects by their hand. However, in AR technology, since the 3-dimensional model is superimposed on the image of the real space afterwards, it is always displayed on the front side than the hand (occlusion problem). It is an unnatural scene in some cases. In this study, we utilized Leap Motion Controller to acquire the depth data of the user’s hand and fingers. We performed hidden-surface processing considering the depth and the color of the hand and fingers. Thus we enabled appropriate hidden-surface processing in the area of the user’s hand and fingers.

Hidden-Surface Processing for Interaction of Hand and Virtual Objects Using Leap Motion Controller最先出现在Nweon Paper

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HapticSphere: Physical Support To Enable Precision Touch Interaction in Mobile Mixed-Reality https://paper.nweon.com/9068 Mon, 01 Mar 2021 02:22:30 +0000 https://paper.nweon.com/9068 PubDate: August 2019

HapticSphere: Physical Support To Enable Precision Touch Interaction in Mobile Mixed-Reality最先出现在Nweon Paper

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PubDate: August 2019

Teams: National Chiao Tung University;Korea Advanced Institute of Science and Technology

Writers: Chiu-Hsuan Wang; Chen-Yuan Hsieh; Neng-Hao Yu; Andrea Bianchi; Liwei Chan

PDF: HapticSphere: Physical Support To Enable Precision Touch Interaction in Mobile Mixed-Reality

Abstract

This work presents HapticSphere, a wearable spherical surface enabled by bridging a finger and the head-mounted display (HMD) with a passive string. Users perceive a physical support on a finger attached to a string, when extending their arm and reaching out to the string’s maximum extension. This physical support assists users in precise touch interaction in the context of stationary and walking virtual or mixed-reality experiences. We propose three methods of attachment of the haptic string (directly on the head or on the body), and illustrate a novel single-step calibration algorithm that supports these configurations by estimating a grand haptic sphere, once a head-coordinated touch interaction is established. Two user studies were conducted to validate our approach and to compare the touch performance with physical support in sitting and walking conditions in the context of mobile mixed-reality scenarios. The results show that, in the walking condition, touch interaction with physical support significantly outperformed the visual-only condition.

HapticSphere: Physical Support To Enable Precision Touch Interaction in Mobile Mixed-Reality最先出现在Nweon Paper

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Enhancing the Quality of Inserted 3D Object into a Video https://paper.nweon.com/9066 Mon, 01 Mar 2021 02:01:26 +0000 https://paper.nweon.com/9066 PubDate: May 2019

Enhancing the Quality of Inserted 3D Object into a Video最先出现在Nweon Paper

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PubDate: May 2019

Teams: Institute of Information Technology;University of Information and Communication Technology

Writers: Trinh Hien Anh; Duong Thi Nhung; Ha Manh Toan

PDF: Enhancing the Quality of Inserted 3D Object into a Video

Abstract

Inserting 3d object into a real video is one of major task in an augmented reality system. To enhance the real quality, inserted object usually added with the environment effects. In this paper, we proposed a technique to enhance the quality of inserted object by adding its shadow. Experiments show the effectiveness of our proposal method.

Enhancing the Quality of Inserted 3D Object into a Video最先出现在Nweon Paper

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Improving Obstacle Awareness to Enhance Interaction in Virtual Reality https://paper.nweon.com/9064 Mon, 01 Mar 2021 01:25:40 +0000 https://paper.nweon.com/9064 PubDate: May 2020

Improving Obstacle Awareness to Enhance Interaction in Virtual Reality最先出现在Nweon Paper

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PubDate: May 2020

Teams: University of Genoa

Writers: Ivan Valentini; Giorgio Ballestin; Chiara Bassano; Fabio Solari; Manuela Chessa

PDF: Improving Obstacle Awareness to Enhance Interaction in Virtual Reality

Abstract

Currently, immersive virtual reality is experienced through head-mounted displays while the user is physically present into a real, cluttered environment. This causes the problem of avoiding dangerous collisions with obstacles in the real environment that are invisible to the user, and also hampers the interaction with real objects. Following the augmented virtuality paradigm, these obstacles should be embedded into the virtual environment. Thus, there is the need of knowing the 3D structure of the real environment to align it with the virtual one. In this paper, we present a method to create a virtual scenario composed of virtual objects having the same spatial occupancy of the corresponding real ones. The real scene is scanned to detect the position and bounding box of objects and obstacles, then virtual elements having similar spatial properties are added to the virtual scene. Two different real environment structure detection and clustering techniques are described and compared, both quantitatively and by considering users’ sense of presence with respect to the standard Chaperone technique. Our results show that the method is a good solution to maintain the real environment awareness while keeping an high level of immersivity and sense of presence.

Improving Obstacle Awareness to Enhance Interaction in Virtual Reality最先出现在Nweon Paper

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Head Motion Classification for Single-Accelerometer Virtual Reality Hardware https://paper.nweon.com/9061 Thu, 25 Feb 2021 08:01:25 +0000 https://paper.nweon.com/9061 PubDate: December 2019

Head Motion Classification for Single-Accelerometer Virtual Reality Hardware最先出现在Nweon Paper

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PubDate: December 2019

Teams: Pedagogical University of Krakow;AGH University of Science and Technology

Writers: Tomasz Hachaj; Marek R. Ogiela

PDF: Head Motion Classification for Single-Accelerometer Virtual Reality Hardware

Abstract

Head motions classification applied to virtual reality (VR) systems is still an open problem without a leading pattern recognition solution. In contrary to typical motion capture pattern recognition problem in this case we use only single inertial measurement unit (IMU) sensor. Head motions that we want to recognize in VR systems might be both natural head motions like nodding or shaking head (they might be used while interacting with VR avatars) and also elements of head-based navigation system or interface. The second type of actions is more challenging because it might contains actions that generate motion trajectories that do not appear in real-life, though they have to be possible to execute only by using a head. In this paper we propose a trajectory-based motion features description that is utilized by dynamic time warping (DTW) classificator. The training of the classificator requires using modified dynamic time warping barycenter averaging (DBA) heuristic algorithm which utilizes quaternions to represents rotations. The proposed pattern recognition system together with its evaluation on the set of head motions acquired by VR system is our original contribution. We have evaluated our method on dataset consisted of 8 types of motions performed by two persons (there are 160 motions samples). In leave-one-out evaluation we have obtained very good results: only 10% of one and 15% of another action has been incorrectly classified, while remaining 6 actions classes had been 100% correctly classified. Both dataset and implementation of proposed method can be downloaded, due to this our experiment can be reproduced.

Head Motion Classification for Single-Accelerometer Virtual Reality Hardware最先出现在Nweon Paper

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Early Prediction of Cybersickness in Virtual, Augmented & Mixed Reality Applications: A Review https://paper.nweon.com/9059 Thu, 25 Feb 2021 07:37:32 +0000 https://paper.nweon.com/9059 PubDate: March 2020

Early Prediction of Cybersickness in Virtual, Augmented & Mixed Reality Applications: A Review最先出现在Nweon Paper

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PubDate: March 2020

Teams: Informatics Institute of Technology

Writers: Brion M. Silva; Pumudu Fernando

PDF: Early Prediction of Cybersickness in Virtual, Augmented & Mixed Reality Applications: A Review

Abstract

The field of Virtual, Augmented & Mixed Reality (VAMR) has already taken up the consumer market by storm and are demanding among users owing to their practicality and aesthetics. Despite the massive popularity and hype, VAMR carry a loathsome side-effect called “Cybersickness”, which is often times severe enough to cause significant discomfort to the users causing the discontinuation of use. Research has been going on for years with the intentions of finding the theories and factors which contribute to this unpleasant experience but we are in no way shape to determine the underlying contrivances of cybersickness. There are systems to quantify and measure cybersickness but a symptom prediction tool which can be used by application developers to evaluate their products for cybersickness susceptibility is non-existent. This paper presents a summary of literature and provides a review and a discussion with the intentions of deriving a predictive algorithm which would ultimately address the research gap and missing links.

Early Prediction of Cybersickness in Virtual, Augmented & Mixed Reality Applications: A Review最先出现在Nweon Paper

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Visual Attention in Omnidirectional Video for Virtual Reality Applications https://paper.nweon.com/9057 Thu, 25 Feb 2021 07:25:29 +0000 https://paper.nweon.com/9057 PubDate: September 2018

Visual Attention in Omnidirectional Video for Virtual Reality Applications最先出现在Nweon Paper

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PubDate: September 2018

Teams: Trinity College Dublin

Writers: Cagri Ozcinar; Aljosa Smolic

PDF: Visual Attention in Omnidirectional Video for Virtual Reality Applications

Abstract

Understanding of visual attention is crucial for omnidirectional video (ODV) viewed for instance with a head-mounted display (HMD), where only a fraction of an ODV is rendered at a time. Transmission and rendering of ODV can be optimized by understanding how viewers consume a given ODV in virtual reality (VR) applications. In order to predict video regions that might draw the attention of viewers, saliency maps can be estimated by using computational visual attention models. As no such model currently exists for ODV, but given the importance for emerging ODV applications, we create a new visual attention user dataset for ODV, investigate behavior of viewers when consuming the content, and analyze the prediction performance of state-of-the-art visual attention models. Our developed test-bed and dataset will be publicly available with this paper, to stimulate and support research on ODV.

Visual Attention in Omnidirectional Video for Virtual Reality Applications最先出现在Nweon Paper

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A virtual reality application enriched with food taxonomy https://paper.nweon.com/9055 Thu, 25 Feb 2021 07:13:26 +0000 https://paper.nweon.com/9055 PubDate: July 2018

A virtual reality application enriched with food taxonomy最先出现在Nweon Paper

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PubDate: July 2018

Teams: ERARGE-Ergünler Ltd.;Suleyman Demirel Universitesi

Writers: Alper Kanak; Ali Yasin Erdoğan; Berke Can Yilmaz

PDF: A virtual reality application enriched with food taxonomy

Abstract

With the recent developments in Internet and innovative technologies, food industry has evolved in the globe. Online food order solutions adopted to personalized health and wellbeing requirements provide easier access to a wide range of foods. Such online web sites based on opportunity equality have significantly grown the market. Additionally, the growing tourism sector worldwide has significantly increased the need on visual access to gastronomic and cultural information related to foods. However, while opportunities, easiness and diffusion among cultures through food industry increase, there is a growing risk of health or low satisfaction due to unconscious ordering. Thus, ordering enriched with visual perception and knowledge has come to forward. In this paper, an interactive rstaurant environment is presented by virtual reality specialized according to users’ preferences and personal budget. In the proposed solution a food taxonomy that is based on Turkish food industry is taken into account.

A virtual reality application enriched with food taxonomy最先出现在Nweon Paper

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Physiological Measurement for Emotion Recognition in Virtual Reality https://paper.nweon.com/9053 Thu, 25 Feb 2021 06:34:32 +0000 https://paper.nweon.com/9053 PubDate: October 2019

Physiological Measurement for Emotion Recognition in Virtual Reality最先出现在Nweon Paper

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PubDate: October 2019

Teams: Texas State University

Writers: Lee Hinkle; Kamrad Khoshhal; Vangelis Metsis

PDF: Physiological Measurement for Emotion Recognition in Virtual Reality

Abstract

In this work, various non-invasive sensors are used to collect physiological data during subject interaction with virtual reality environments. The collected data are used to recognize the subjects’ emotional response to stimuli. The shortcomings and challenges faced during the data collection and labeling process are discussed, and solutions are proposed. A machine learning approach is adopted for emotion classification. Our experiments show that feature extraction is a crucial step in the classification process. A collection of general purpose features that can be extracted from a variety of physiological biosignals is proposed. Our experimental results show that the proposed feature set achieves better emotion classification accuracy compared to traditional domain-specific features used in previous studies.

Physiological Measurement for Emotion Recognition in Virtual Reality最先出现在Nweon Paper

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Subjective and Objective Quality Assessment of Stitched Images for Virtual Reality https://paper.nweon.com/9051 Thu, 25 Feb 2021 06:13:40 +0000 https://paper.nweon.com/9051 PubDate: June 2019

Subjective and Objective Quality Assessment of Stitched Images for Virtual Reality最先出现在Nweon Paper

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PubDate: June 2019

Teams: Indian Institute of Science

Writers: Pavan Chennagiri Madhusudana; Rajiv Soundararajan

PDF: Subjective and Objective Quality Assessment of Stitched Images for Virtual Reality

Abstract

We consider the problem of quality assessment (QA) of image stitching algorithms used to generate panoramic images for virtual reality applications. Our contributions are two-fold. We design the Indian Institute of Science Stitched Image QA (ISIQA) database consisting of 264 stitched images and 6600 human quality ratings. The database consists of a variety of artifacts due to stitching such as blur, ghosting, photometric, and geometric distortions. We then devise an objective QA model called the stitched image quality evaluator (SIQE) using the statistics of steerable pyramid decompositions. In particular, we propose a Gaussian mixture model to capture the bivariate statistics of neighboring coefficients of steerable pyramid decompositions and show this to be effective in modeling the increased spatial correlation due to ghosting artifacts. We show through extensive experiments that our quality model correlates very well with subjective scores in the ISIQA database. The ISIQA database as well as the software release of SIQE has been made available online for public use and evaluation purposes.

Subjective and Objective Quality Assessment of Stitched Images for Virtual Reality最先出现在Nweon Paper

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Depth Perception in Virtual Reality Systems: Effect of Screen Distance, Environment Richness and Display Factors https://paper.nweon.com/9049 Thu, 25 Feb 2021 05:37:23 +0000 https://paper.nweon.com/9049 PubDate: February 2020

Depth Perception in Virtual Reality Systems: Effect of Screen Distance, Environment Richness and Display Factors最先出现在Nweon Paper

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PubDate: February 2020

Teams: Aix-Marseille University;Groupe PSA,

Writers: Cyril Vienne; Stéphane Masfrand; Christophe Bourdin; Jean-Louis Vercher

PDF: Depth Perception in Virtual Reality Systems: Effect of Screen Distance, Environment Richness and Display Factors

Abstract

Viewing a scene on a screen display differs greatly from viewing it in the real world. The visual information is conveyed via a flat screen at a fixed distance, and this screen distance can influence how viewers perceive depth in stereograms in conventional stereoscopic displays. This study investigated whether screen distance influences perceived depth in Virtual Reality (VR) systems providing additional motion parallax information. Participants adjusted the depth of a vertical dihedron displayed as a random-dot stereogram. In a first experiment, the stimulus was presented either alone in a gray untextured background or in a cue-rich environment. We found that despite the extra motion parallax information in VR systems compared to conventional stereo-displays, physical screen distance still affected depth perception substantially at longer simulated distances. However, the effect lessened when observers were immersed in a rich and structured environment, possibly allowing them to use other depth cues. A second experiment assessed the influence of potentially potent display-related factors (resolution, display orientation, luminance non-uniformity, and specular reflection), as well as the effect of accommodation-vergence (A-V) conflict size. Depth perception was compared between a Head-Mounted Display (HMD) and an L-shaped system, and between a CAVE and an L-shaped system. These comparisons between CAVE-like VR systems and HMDs revealed that A-V conflict and inclusion of a rich environment were the major factors impacting depth perception. These results have practical and methodological implications for the reliable use of VR systems, especially where accurate depth-matching is involved.

Depth Perception in Virtual Reality Systems: Effect of Screen Distance, Environment Richness and Display Factors最先出现在Nweon Paper

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Design and Evaluation of Visualization Techniques of Off-Screen and Occluded Targets in Virtual Reality Environments https://paper.nweon.com/9047 Thu, 25 Feb 2021 05:22:24 +0000 https://paper.nweon.com/9047 PubDate: March 2019

Design and Evaluation of Visualization Techniques of Off-Screen and Occluded Targets in Virtual Reality Environments最先出现在Nweon Paper

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PubDate: March 2019

Teams: Xi’an Jiaotong-Liverpool University

Writers: Difeng Yu; Hai-Ning Liang; Kaixuan Fan; Heng Zhang; Charles Fleming; Konstantinos Papangelis

PDF: Design and Evaluation of Visualization Techniques of Off-Screen and Occluded Targets in Virtual Reality Environments

Abstract

This research explores the design and evaluation of visualization techniques of targets that reside outside of users’ view and/or are occluded by other elements within a virtual reality environment (VE). We first compare four techniques (3DWedge, 3DArrow, 3DMinimap, and Radar) that use different types of visual elements to provide direction and distance information of targets. To give structure to their evaluation, we also develop a framework of four tasks (one for direction and three for distance) and their assessment criteria. The results of the first study show that 3DWedge is the best-performing and most usable technique. However, all techniques, including 3DWedge, have poor performance in dense scenarios with a large number of targets. To improve support in dense scenarios, a fifth technique, 3DWedge+, is developed by using 3DWedge as its foundation and including additional visual elements that are derived from the other three techniques which are shown to be useful. A second study is conducted to evaluate the performance of 3DWedge+ in relation to the other techniques. The results show that both 3DWedge and 3DWedge+ are significantly better in distinguishing user-to-target distance and that 3DWedge+ is particularly suitable for dense scenarios. Based on these results, we provide a set of recommendations for the design of visualization techniques of off-screen and occluded targets in 3D VE.

Design and Evaluation of Visualization Techniques of Off-Screen and Occluded Targets in Virtual Reality Environments最先出现在Nweon Paper

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Virtual Reality Sickness Predictor: Analysis of visual-vestibular conflict and VR contents https://paper.nweon.com/9045 Thu, 25 Feb 2021 05:01:22 +0000 https://paper.nweon.com/9045 PubDate: September 2018

Virtual Reality Sickness Predictor: Analysis of visual-vestibular conflict and VR contents最先出现在Nweon Paper

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PubDate: September 2018

Teams: Yonsei University

Writers: Jaekyung Kim; Woojae Kim; Sewoong Ahn; Jinwoo Kim; Sanghoon Lee

PDF: Virtual Reality Sickness Predictor: Analysis of visual-vestibular conflict and VR contents

Abstract

Predicting the degree of sickness is an imperative goal to guarantee viewing safety when watching virtual reality (VR) contents. Ideally, such predictive models should be explained in terms of the human visual system (HVS). When viewing VR contents using a head mounted display (HMD), there is a conflict between user’s actual motion and visually perceived motion. This results in an unnatural visual-vestibular sensory mismatch that causes side effects such as onset of nausea, oculomotor, disorientation, asthenopia (eyestrain). In this paper, we propose a framework called VR sickness predictor (VRSP) using the interaction model between user’s motion and the vestibular system. VRSP extracts two types of features: a) perceptual motion feature through a visual-vestibular interaction model, and b) statistical content feature that affects user motion perception. Furthermore, we build a VR sickness database including 36 virtual scenes to evaluate the performance of VRSP. Through rigorous experiments, we demonstrate that the correlation between the proposed model and the subjective sickness score yields ~ 72 %.

Virtual Reality Sickness Predictor: Analysis of visual-vestibular conflict and VR contents最先出现在Nweon Paper

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Real-time Optimal Planning for Redirected Walking Using Deep Q-Learning https://paper.nweon.com/9043 Thu, 25 Feb 2021 03:01:23 +0000 https://paper.nweon.com/9043 PubDate: August 2019

Real-time Optimal Planning for Redirected Walking Using Deep Q-Learning最先出现在Nweon Paper

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PubDate: August 2019

Teams: Yonsei University

Writers: Dong-Yong Lee; Yong-Hun Cho; In-Kwon Lee

PDF: Real-time Optimal Planning for Redirected Walking Using Deep Q-Learning

Abstract

This work presents a novel control algorithm of redirected walking called steer-to-optimal-target (S2OT) for effective real-time planning in redirected walking. S2OT is a method of redirection estimating the optimal steering target that can avoid the collision on the future path based on the user’s virtual and physical paths. We design and train the machine learning model for estimating optimal steering target through reinforcement learning, especially, using the technique called Deep Q-Learning. S2OT significantly reduces the number of resets caused by collisions between user and physical space boundaries compared to well-known algorithms such as steer-to-center (S2C) and Model Predictive Control Redirection (MPCred). The results are consistent for any combinations of room-scale and large-scale physical spaces and virtual maps with or without predefined paths. S2OT also has a fast computation time of 0.763 msec per redirection, which is sufficient for redirected walking in real-time environments.

Real-time Optimal Planning for Redirected Walking Using Deep Q-Learning最先出现在Nweon Paper

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A Rendering Solution to Display Light Field in Virtual Reality https://paper.nweon.com/9041 Thu, 25 Feb 2021 02:25:25 +0000 https://paper.nweon.com/9041 PubDate: December 2018

A Rendering Solution to Display Light Field in Virtual Reality最先出现在Nweon Paper

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PubDate: December 2018

Teams: École Polytechnique Fédérale de Lausanne

Writers: Evgeniy Upenik; Irene Viola; Touradj Ebrahimi

PDF: A Rendering Solution to Display Light Field in Virtual Reality

Abstract

There is a need for affordable and easily deployable rendering and display solutions to take full advantage of light field imaging. In particular, the research community needs ways to better assess the impact of various light field imaging technologies based on different criteria. In this paper, we propose a solution to render light field images on head mounted virtual reality displays using off-the-shelf components. The proposed framework is based on WebGL and supports rendering of narrow baseline light field images with interactions that result in changes of perspective. The system can be used in subjective quality assessments of light field via crowd-sourcing. It also allows for tracking and recording of viewing interactions.

A Rendering Solution to Display Light Field in Virtual Reality最先出现在Nweon Paper

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Enhancing the Stiffness Perception of Tangible Objects in Mixed Reality Using Wearable Haptics https://paper.nweon.com/9039 Thu, 25 Feb 2021 01:37:33 +0000 https://paper.nweon.com/9039 PubDate: August 2018

Enhancing the Stiffness Perception of Tangible Objects in Mixed Reality Using Wearable Haptics最先出现在Nweon Paper

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PubDate: August 2018

Teams: Univ Rennes

Writers: Xavier de Tinguy; Claudio Pacchierotti; Maud Marchal; Anatole Lécuyer

PDF: Enhancing the Stiffness Perception of Tangible Objects in Mixed Reality Using Wearable Haptics

Abstract

This paper studies the combination of tangible objects and wearable haptics for improving the display of stiffness sensations in virtual environments. Tangible objects enable to feel the general shape of objects, but they are often passive or unable to simulate several varying mechanical properties. Wearable haptic devices are portable and unobtrusive interfaces able to generate varying tactile sensations, but they often fail at providing convincing stiff contacts and distributed shape sensations. We propose to combine these two approaches in virtual and augmented reality (VR/AR), becoming able of arbitrarily augmenting the perceived stiffness of real/tangible objects by providing timely tactile stimuli at the fingers. We developed a proof-of-concept enabling to simulate varying elasticity/stiffness sensations when interacting with tangible objects by using wearable tactile modules at the fingertips. We carried out a user study showing that wearable haptic stimulation can well alter the perceived stiffness of real objects, even when the tactile stimuli are not delivered at the contact point. We illustrated our approach both in VR and AR, within several use cases and different tangible settings, such as when touching surfaces, pressing buttons and pistons, or holding an object. Taken together, our results pave the way for novel haptic sensations in VR/AR by better exploiting the multiple ways of providing simple, unobtrusive, and low-cost haptic displays.

Enhancing the Stiffness Perception of Tangible Objects in Mixed Reality Using Wearable Haptics最先出现在Nweon Paper

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PeriText: Utilizing Peripheral Vision for Reading Text on Augmented Reality Smart Glasses https://paper.nweon.com/9037 Thu, 25 Feb 2021 01:11:31 +0000 https://paper.nweon.com/9037 PubDate: August 2019

PeriText: Utilizing Peripheral Vision for Reading Text on Augmented Reality Smart Glasses最先出现在Nweon Paper

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PubDate: August 2019

Teams: National Taiwan University

Writers: Pin-Sung Ku; Yu-Chih Lin; Yi-Hao Peng; Mike Y. Chen

PDF: PeriText: Utilizing Peripheral Vision for Reading Text on Augmented Reality Smart Glasses

Abstract

Augmented Reality (AR) provides real-time information by superimposing virtual information onto users’ view of the real world. Our work is the first to explore how peripheral vision, instead of central vision, can be used to read text on AR and smart glasses. We present Peritext, a multiword reading interface using rapid serial visual presentation (RSVP). This enables users to observe the real world using central vision, while using peripheral vision to read virtual information. We first conducted a lab-based study to determine the effect of different text transformation by comparing reading efficiency among 3 capitalization schemes, 2 font faces, 2 text animation methods, and 3 different numbers of words for RSVP paradigm. We found that title case capitalization, sans-serif font and word-wise typewriter animation with multiword RSVP display resulted in better reading efficiency, which together formed our Peritext design. Another lab-based study followed, investigating the performance of the Peritext against control text, and the results showed significant better performance. Finally, we conducted a field study to collect user feedback while using Peritext in real-world walking scenarios, and all users reported a preference of 5° eccentricity over 8°.

PeriText: Utilizing Peripheral Vision for Reading Text on Augmented Reality Smart Glasses最先出现在Nweon Paper

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Eye-Gaze Activity in Crowds: Impact of Virtual Reality and Density https://paper.nweon.com/9035 Wed, 24 Feb 2021 07:43:37 +0000 https://paper.nweon.com/9035 PubDate: May 2020

Eye-Gaze Activity in Crowds: Impact of Virtual Reality and Density最先出现在Nweon Paper

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PubDate: May 2020

Teams: CNRS

Writers: Florian Berton; Ludovic Hoyet; Anne-Hélène Olivier; Julien Bruneau; Olivier Le Meur; Julien Pettre

PDF: Eye-Gaze Activity in Crowds: Impact of Virtual Reality and Density

Abstract

When we are walking in crowds, we mainly use visual information to avoid collisions with other pedestrians. Thus, gaze activity should be considered to better understand interactions between people in a crowd. In this work, we use Virtual Reality (VR) to facilitate motion and gaze tracking, as well as to accurately control experimental conditions, in order to study the effect of crowd density on eye-gaze behavior. Our motivation is to better understand how interaction neighborhood (i.e., the subset of people actually influencing one’s locomotion trajectory) changes with density. To this end, we designed two experiments. The first one evaluates the biases introduced by the use of VR on the visual activity when walking among people, by comparing eye-gaze activity while walking in a real and virtual street. We then designed a second experiment where participants walked in a virtual street with different levels of pedestrian density. We demonstrate that gaze fixations are performed at the same frequency despite increases in pedestrian density, while the eyes scan a narrower portion of the street. These results suggest that in such situations walkers focus more on people in front and closer to them. These results provide valuable insights regarding eye-gaze activity during interactions between people in a crowd, and suggest new recommendations in designing more realistic crowd simulations.

Eye-Gaze Activity in Crowds: Impact of Virtual Reality and Density最先出现在Nweon Paper

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Towards efficient spatial compression in self-overlapping virtual environments https://paper.nweon.com/9033 Wed, 24 Feb 2021 07:28:59 +0000 https://paper.nweon.com/9033 PubDate: April 2017

Towards efficient spatial compression in self-overlapping virtual environments最先出现在Nweon Paper

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PubDate: April 2017

Teams: Vienna University of Technology

Writers: Khrystyna Vasylevska; Hannes Kaufmann

PDF: Towards efficient spatial compression in self-overlapping virtual environments

Abstract

Space available for any virtual reality experience is often strictly limited and abridges the virtual world to a size of a room. To extend the amount of virtual space accessible by walking within the same real workspace the methods of spatial compression were proposed. Scene manipulation with a controlled spatial overlap has been shown to be an efficient method. However, in order to apply space compression effectively for a dynamic, scalable and robust 3D user interface, it is important to study how the human perceives different layouts with overlapping spaces. In this paper, we explore the influence of the properties of the layout used on human spatial perception in a physically impossible spatial arrangement. Our first reported study focuses on the following parameters of the path within a simple self-overlapping layout: number of turns, relative door positions, sequences of counter- and clockwise turns, symmetry and asymmetry of the path used. In addition, in the second study we explore the effect of path smoothing by substituting the right-angled corridors by smooth curves. Our studies show that usage of the smooth curved corridors is more beneficial for spatial compression than the conventional right-angled approach.

Towards efficient spatial compression in self-overlapping virtual environments最先出现在Nweon Paper

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The influence of text rotation, font and distance on legibility in VR https://paper.nweon.com/9031 Wed, 24 Feb 2021 07:13:22 +0000 https://paper.nweon.com/9031 PubDate: May 2020

The influence of text rotation, font and distance on legibility in VR最先出现在Nweon Paper

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PubDate: May 2020

Teams: TH Köln

Writers: Andre Büttner; Stefan M. Grünvogel; Arnulph Fuhrmann

PDF: The influence of text rotation, font and distance on legibility in VR

Abstract

The legibility of text in virtual environments (VE) is especially important for the simulation of user interfaces of real machines and devices. For this purpose a study was conducted to examine the influence of rotation, the distance and the font of text on the legibility in VR. In addition, the minimum readable text size under these conditions was measured using the angular unit dmm. The results of the study show that text rotated 60° or more requires a much larger text size to be legible regardless of the distance of the text to the viewer and font.

The influence of text rotation, font and distance on legibility in VR最先出现在Nweon Paper

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User Experience of Reading in Virtual Reality — Finding Values for Text Distance, Size and Contrast https://paper.nweon.com/9029 Wed, 24 Feb 2021 07:02:16 +0000 https://paper.nweon.com/9029 PubDate: June 2020

User Experience of Reading in Virtual Reality — Finding Values for Text Distance, Size and Contrast最先出现在Nweon Paper

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PubDate: June 2020

Teams: Tech. Univ;TU Berlin

Writers: Tanja Kojić; Danish Ali; Robert Greinacher; Sebastian Möller; Jan-Niklas Voigt-Antons

PDF: User Experience of Reading in Virtual Reality — Finding Values for Text Distance, Size and Contrast

Abstract

Virtual Reality (VR) has an increasing impact on the market in many fields, from education and medicine to engineering and entertainment, by creating different applications that replicate or in the case of augmentation enhance real-life scenarios. Intending to present realistic environments, VR applications are including text that we are surrounded by every day. However, text can only add value to the virtual environment if it is designed and created in such a way that users can comfortably read it. With the aim to explore what values for text parameters users find comfortable while reading in virtual reality, a study was conducted allowing participants to manipulate text parameters such as font size, distance, and contrast. Therefore two different standalone virtual reality devices were used, Oculus Go and Quest, together with three different text samples: Short (2 words), medium (21 words), and long (51 words). Participants had the task of setting text parameters to the best and worst possible value. Additionally, participants were asked to rate their experience of reading in virtual reality. Results report mean values for angular size (the combination of distance and font size) and color contrast depending on the different device used as well as the varying text length, for both tasks. Significant differences were found for values of angular size, depending on the length of the displayed text. However, different device types had no significant influence on text parameters but on the experiences reported using the self-assessment manikin (SAM) scale.

User Experience of Reading in Virtual Reality — Finding Values for Text Distance, Size and Contrast最先出现在Nweon Paper

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A Path-Based Attention Guiding Technique for Assembly Environments with Target Occlusions https://paper.nweon.com/9027 Wed, 24 Feb 2021 06:32:10 +0000 https://paper.nweon.com/9027 PubDate: August 2018

A Path-Based Attention Guiding Technique for Assembly Environments with Target Occlusions最先出现在Nweon Paper

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PubDate: August 2018

Teams: Bielefeld University

Writers: Patrick Renner; Jonas Blattgerste; Thies Pfeiffer

PDF: A Path-Based Attention Guiding Technique for Assembly Environments with Target Occlusions

Abstract

An important use-case of augmented reality-based assistance systems is supporting users in search tasks by guiding their attention towards the relevant targets. This has been shown to reduce search time and errors, such as wrongly picked items or false placements. The optimization of attention guiding techniques is thus one area of research in augmented assistance. In this paper, we address the problem of attention guiding in domains with occluded targets. We propose and evaluate a variant of a line-based approach and show that it improves upon two existing approaches in a newly designed evaluation scenario.

A Path-Based Attention Guiding Technique for Assembly Environments with Target Occlusions最先出现在Nweon Paper

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VR Sickness in Continuous Exposure to Live-action 180°Video https://paper.nweon.com/9025 Wed, 24 Feb 2021 06:02:45 +0000 https://paper.nweon.com/9025 PubDate: August 2019

VR Sickness in Continuous Exposure to Live-action 180°Video最先出现在Nweon Paper

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PubDate: August 2019

Teams: Meiji University;L.A.B Co. Ltd.

Writers: Sinan Zhang; Akiyoshi Kurogi; Yumie Ono

PDF: VR Sickness in Continuous Exposure to Live-action 180°Video

Abstract

The goal of this study was to determine the factors that determine the degree of VR sickness in order to improve the audiovisual experience of VR videos or games. We used a simulator sickness questionnaire to evaluate the degree of VR sickness for nine types of live-action 180-degree videos, with a combination of different movement speeds and fields of view (FOV). Among the 40 participants we tested, those suffering from motion sickness had more serious symptoms than those without motion sickness. Although statistical tests failed to show significant differences related to the movement speeds or fields of view, our results suggested that VR exposure time was the most important factor influencing VR sickness.

VR Sickness in Continuous Exposure to Live-action 180°Video最先出现在Nweon Paper

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Quick Estimation of Detection Thresholds for Redirected Walking with Method of Adjustment https://paper.nweon.com/9023 Wed, 24 Feb 2021 05:31:40 +0000 https://paper.nweon.com/9023 PubDate: August 2019

Quick Estimation of Detection Thresholds for Redirected Walking with Method of Adjustment最先出现在Nweon Paper

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PubDate: August 2019

Teams: Huazhong University of Science and Technology;Universite Paris-Sud

Writers: Weiya Chen; Yangliu Hu; Nicolas Ladevèze; Patrick Bourdot

PDF: Quick Estimation of Detection Thresholds for Redirected Walking with Method of Adjustment

Abstract

A method that allows quick estimation of Redirection Detection Thresholds (RDTs) is not only useful for identifying factors that contribute to the detection of redirections, but can also provide timely inputs for personalized redirected walking control. In aim to achieve quick RDT estimation, we opted for a classical psychophysical method – the Method of Adjustment (MoA), and compared it against commonly used method for RDT estimation (i.e. MCS-2AFC) to see their difference. Preliminary results show that MoA allows to save about 33% experiment time when compared with MCS-2AFC while getting overall similar RDT estimations on the same population.

Quick Estimation of Detection Thresholds for Redirected Walking with Method of Adjustment最先出现在Nweon Paper

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Path Prediction Using LSTM Network for Redirected Walking https://paper.nweon.com/9021 Wed, 24 Feb 2021 02:01:27 +0000 https://paper.nweon.com/9021 PubDate: August 2018

Path Prediction Using LSTM Network for Redirected Walking最先出现在Nweon Paper

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PubDate: August 2018

Teams: Yonsei University

Writers: Yong-Hun Cho; Dong-Yong Lee; In-Kwon Lee

PDF: Path Prediction Using LSTM Network for Redirected Walking

Abstract

Redirected walking enables immersive walking experience in a limited-sized room. To apply redirected walking efficiently and minimize the number of resets, an accurate path prediction algorithm is required. We propose a data-driven path prediction model using Long Short-Term Memory(LSTM) network. User path data was collected via path exploration experiment on a maze-like environment and fed into LSTM network. Our algorithm can predict user’s future path based on user’s past position and facing direction data. We compare our path prediction result with actual user data and show that our model can accurately predict user’s future path.

Path Prediction Using LSTM Network for Redirected Walking最先出现在Nweon Paper

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The Effects of Tactile Gestalt on Generating Velvet Hand Illusion https://paper.nweon.com/9019 Wed, 24 Feb 2021 01:46:19 +0000 https://paper.nweon.com/9019 PubDate: August 2019

The Effects of Tactile Gestalt on Generating Velvet Hand Illusion最先出现在Nweon Paper

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PubDate: August 2019

Teams: Nagoya University

Writers: Hiraku Komura; Masahiro Ohka

PDF: The Effects of Tactile Gestalt on Generating Velvet Hand Illusion

Abstract

Smoothness is one of the important factors in controlling texture sensation in tactile VR. In previous research, the authors utilized Velvet Hand Illusion (VHI), which is a tactile illusion phenomena, to generate a smooth texture on a dot-matrix display. Since the dot-matrix display can generate arbitrary figures, we are attempting to evaluate our new hypothesis of the VHI mechanism using this display. In our hypothesis, a cognitive mechanism called Gestalt grouping [3] is related to VHI occurrence. If tactile Gestalt were elucidated, we could understand the tactile sensation mechanism deeply and the various devices would be developed in the VR research field. In this paper, we investigate the relationship between tactile Gestalt and VHI through psychophysical experiments. In these experiments, the appearance intensity of tactile Gestalt is controlled by means of density and length of the lines formed on the dot-matrix display. It is concluded that the law of closure stated in the principle of Prägnanz is an essential condition related to tactile Gestalt to generate VHI.

The Effects of Tactile Gestalt on Generating Velvet Hand Illusion最先出现在Nweon Paper

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Touchless Haptic Feedback for Supernatural VR Experiences https://paper.nweon.com/9017 Wed, 24 Feb 2021 01:22:39 +0000 https://paper.nweon.com/9017 PubDate: August 2018

Touchless Haptic Feedback for Supernatural VR Experiences最先出现在Nweon Paper

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PubDate: August 2018

Teams: Ultrahaptics Ltd

Writers: Jonatan Martinez; Daniel Griffiths; Valerio Biscione; Orestis Georgiou; Tom Carter

PDF: Touchless Haptic Feedback for Supernatural VR Experiences

Abstract

Haptics is an important part of the VR space as seen by the plethora of haptic controllers available today. By using a novel ultrasonic haptic device, we developed and integrated mid-air haptic sensations without the need to wear or hold any equipment in a VR game experience. The compelling experience combines visual, audio and haptic stimulation in a supernatural narrative in which the user takes on the role of a wizard apprentice. By using different haptified patterns we could generate a wide range of sensations which mimic supernatural interactions (wizard spells). We detail our methodology and briefly discuss our findings and future work.

Touchless Haptic Feedback for Supernatural VR Experiences最先出现在Nweon Paper

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Impact of Alignment Point Distance Distribution on SPAAM Calibration of Optical See-Through Head-Mounted Displays https://paper.nweon.com/9015 Tue, 23 Feb 2021 07:40:28 +0000 https://paper.nweon.com/9015 PubDate: August 2018

Impact of Alignment Point Distance Distribution on SPAAM Calibration of Optical See-Through Head-Mounted Displays最先出现在Nweon Paper

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PubDate: August 2018

Teams: Mississippi State University

Writers: Kenneth R. Moser; Mohammed Safayet Arefin; J. Edward Swan

PDF: Impact of Alignment Point Distance Distribution on SPAAM Calibration of Optical See-Through Head-Mounted Displays

Abstract

The use of Optical See-Through Head-Mounted Displays (OST-HMDs) for presenting Augmented Reality experiences has become more common, due to the increasing availability of lower cost head-worn device options. Despite this growth, commercially available OST hardware remains devoid of the integrated eye-tracking cameras necessary for automatically calibrating user-specific view parameters, leaving manual calibration methods as the most consistently viable option across display types. The Single Point Active Alignment Method (SPAAM) is currently the most-cited manual calibration technique, due to the relaxation of user constraints with respect to allowable motion during the calibration process. This work presents the first formal study directly investigating the effects that alignment point distribution imposes on SPAAM calibration accuracy and precision. A user experiment, employing a single expert user, is presented, in which SPAAM calibrations are performed under each of five conditions. Four of the conditions cross alignment distance (arm length, room scale) with user pose (sitting, standing). The fifth condition is a control condition, in which the user is replaced with a rigidly mounted camera; the control condition removes the effect of noise from uncontrollable postural sway. The final experimental results show no significant impact on calibration due to user pose (sitting, standing). The control condition also did not differ from the user produced calibration results, suggesting that posture sway was not a significant factor. However, both the user and control conditions show significant improvement using arm’s length alignment points over room scale alignments, with an order of magnitude difference in eye location estimate error between conditions.

Impact of Alignment Point Distance Distribution on SPAAM Calibration of Optical See-Through Head-Mounted Displays最先出现在Nweon Paper

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A General Reactive Algorithm for Redirected Walking Using Artificial Potential Functions https://paper.nweon.com/9013 Tue, 23 Feb 2021 07:37:21 +0000 https://paper.nweon.com/9013 PubDate: August 2019

A General Reactive Algorithm for Redirected Walking Using Artificial Potential Functions最先出现在Nweon Paper

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PubDate: August 2019

Teams: University of Minnesota

Writers: Jerald Thomas; Evan Suma Rosenberg

PDF: A General Reactive Algorithm for Redirected Walking Using Artificial Potential Functions

Abstract

Redirected walking enables users to locomote naturally within a virtual environment that is larger than the available physical space. These systems depend on steering algorithms that continuously redirect users within limited real world boundaries. While a majority of the most recent research has focused on predictive algorithms, it is often necessary to utilize reactive approaches when the user’s path is unconstrained. Unfortunately, previously proposed reactive algorithms assume a completely empty space with convex boundaries and perform poorly in complex real world spaces containing obstacles. To overcome this limitation, we present Push/Pull Reactive (P2R), a novel algorithm that uses an artificial potential function to steer users away from potential collisions. We also introduce three new reset strategies and conducted an experiment to evaluate which one performs best when used with P2R. Simulation results demonstrate that the proposed approach outperforms the previous state-of-the-art reactive algorithm in non-convex spaces with and without interior obstacles.

A General Reactive Algorithm for Redirected Walking Using Artificial Potential Functions最先出现在Nweon Paper

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