Mixed Voxel Reality: Presence and Embodiment in Low Fidelity, Visually Coherent, Mixed Reality Environments

Mixed Voxel Reality: Presence and Embodiment in Low Fidelity, Visually Coherent, Mixed Reality Environments
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混合体素现实:低保真、视觉连贯、混合现实环境中的存在和体现

DOI:
10.1109/ismar.2017.26
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发表时间:
2017
期刊:
2017 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)
影响因子:
--
通讯作者:
T. Langlotz
T. Langlotz
中科院分区:
--
文献类型:
--
作者:
H. Regenbrecht;Katrin Meng;Arne Reepen;S. Beck;T. Langlotz

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混合现实旨在将虚拟现实与用户周围的真实的环境结合起来,形成一个连贯的现实。连贯的视觉质量是最重要的,以例如分辨率、帧速率和延迟的度量来表示,用于真实的和虚拟域。多年来,研究人员一直致力于最大限度地提高虚拟可视化的质量,模仿真实的世界,以更接近视觉连贯性。然而,这使得混合现实系统过于复杂,需要高计算能力。在本文中,我们提出了一种不同的方法,通过减少一个或两个视觉领域,真实的和虚拟的现实主义,以实现视觉连贯性。我们的系统粗体素化的真实的和虚拟的环境,对象和人提供一个可信的,连贯的混合体素现实。在本文中,我们提出了总体思路,目前的实施,并证明了我们的方法的有效性,技术和实证评估。我们的混合体素现实系统作为一个平台,用于低成本的存在研究和人类感知和认知的研究,一系列诊断和治疗应用,以及各种混合现实应用,其中用户的体现是重要的。我们的研究结果挑战了混合现实研究和实践中的一些常见假设,即越多越好,有时越少越好。
Mixed Reality aims at combining virtual reality with the user's surrounding real environment in a way that they form one, coherent reality. A coherent visual quality is of utmost importance, expressed in measures of e.g. resolution, framerate, and latency for both the real and the virtual domains. For years, researchers have focused on maximizing the quality of the virtual visualization mimicking the real world to get closer to visual coherence. This however, makes Mixed Reality systems overly complex and requires high computational power. In this paper, we propose a different approach by decreasing the realism of one or both visual realms, real and virtual, to achieve visual coherence. Our system coarsely voxelizes the real and virtual environments, objects, and people to provide a believable, coherent mixed voxel reality. In this paper we present the general idea, the current implementation and demonstrate the effectiveness of our approach by technical and empirical evaluations. Our mixed voxel reality system serves as a platform for low-cost presence research and studies on human perception and cognition, a host of diagnostic and therapeutic applications, and for a variety of Mixed Reality applications where users' embodiment is important. Our findings challenge some commonplace assumptions on more is better approaches in mixed reality research and practice—sometimes less can be more.
DOI: 10.1073/pnas.1306779110
发表时间: 2013-07-30
影响因子: 11.1
作者:
Banakou, Domna;Groten, Raphaela;Slater, Mel
通讯作者: Slater, Mel
DOI: 10.1162/pres_a_00124
发表时间: 2012-09-01
影响因子: --
作者:
Kilteni, Konstantina;Groten, Raphaela;Slater, Mel
通讯作者: Slater, Mel
DOI: 10.1109/ismar.2003.1240690
发表时间: 2003-10
期刊: The Second IEEE and ACM International Symposium on Mixed and Augmented Reality, 2003. Proceedings.
影响因子: --
作者:
Natsuki Sugano;H. Kato;K. Tachibana
通讯作者: Natsuki Sugano;H. Kato;K. Tachibana