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- WorkshopbeitragAn immersive VR test tool for multimodal human robot interaction(GI VR / AR Workshop, 2024) Milde, Sven; Friesen, Stefan; Runzheimer, Tabea; Milde, Jan-Torsten; Blum, RainerMultimodal interaction concepts for robotics are getting more so- phisticated by the day and need in depth testing and evaluation, of- ten with prototypes that are not ready to be tested by humans in the real world because of security concerns and low production numbers. As an alternative, this paper describes a virtual reality (VR) application of a multimodal Human-Robot-Interaction (HRI/HCI) interface, designed to work with standalone VR headsets, that is able to track gesture and speech input in order to control an autonomous robot vehicle. The data collected from the VR tests is evaluated and compared to the results from tests with the real vehicle and show no serious differences between the results.
- WorkshopbeitragAnti-aliasing Techniques in Virtual Reality: A User Study with Perceptual Pairwise Comparison Ranking Scheme(GI VR / AR Workshop, 2024) Waldow, Kristoffer; Scholz, Jonas; Misiak, Martin; Fuhrmann, Arnulph; Roth, Daniel; Latoschik, Marc ErichAnti-aliasing is essential for Virtual Reality (VR) applications, as the pixels of current VR displays subtend a large field of view. This makes various undersampling artifacts particularly noticeable. Un- derstanding state-of-the-art anti-aliasing techniques and their trade- offs is therefore crucial for optimizing VR experiences and develop- ing high-quality VR applications. This paper investigates multiple anti-aliasing techniques through a user study with pairwise compar- isons to determine the best method for image quality in VR, con- sidering both static and moving objects in four different plausible environments. Results indicate that the ranking of methods does not differ significantly between moving and static scenes. While naive Supersampling Anti-Aliasing provides the best image qual- ity from the tested methods and Fast Approximate Anti-Aliasing the worst, Temporal Anti-Aliasing and Multisample Anti-Aliasing achieved similar results in terms of image quality.
- WorkshopbeitragFloor Plan Generation for Simple Polygons with Support for Holes(GI VR / AR Workshop, 2024) Lerm, Julius; Schwandt, Tobias; Broll, WolfgangThis paper presents an algorithm for the real-time, automatic generation of a house floor plan and a 3D model for a given silhouette. In contrast to the most common variants to date, floor plans can be created for any outline shape, including holes. Starting from initial room points, the walls between the individual rooms are gradually created, straightened and simplified until a credible floor plan is created. A suitable room distribution algorithm ensures that the generated room divisions are uniform. Depending on the division and size distribution of the rooms, different house types (e.g. apartments or retail stores) can be generated. The results show that the generation of floor plans into a given shape can be reduced to the distribution of initial spatial points. Placed interior walls often use existing edges and corners and follow existing geometries. With a clever distribution of room points, any number of credible floor plans can be generated in realtime.
- WorkshopbeitragVergleich von Neural Radiance Fields und Photogrammetrie für 3D-Asset Creation(GI VR / AR Workshop, 2024) Kruse, Leo; Langbehn, EikeMit Photogrammetrie lassen sich aus Fotos oder Videos auto- matisch detailgetreue und texturierte 3D-Meshes generieren. Ob Neural Radiance Fields ebenfalls qualitativ gleichwertige oder bes- sere 3D-Meshes produzieren, wird in dieser Studie u ̈berpru ̈ft. Fu ̈r eine Beurteilung werden beide Verfahren mit einem selbstangefer- tigten Luft-/Nahbild Datensatz durchgefu ̈hrt und miteinander ver- glichen. Die Polygon-Meshes der Methoden werden mit spezieller Software analysiert und auf ihre Oberflächenstruktur und Textur geprüft. Die Auswertung der beiden Rekonstruktionsverfahren zeigt, dass die subjektiven Beurteilungen der Meshes mit den objektiven Messergebnissen grundsa ̈tzlich vergleichbar sind. Allerdings bleiben die 3D-Meshes der Photogrammetrie-Software qualitativ und quantitativ hochwertiger und unkomplizierter in ihrer Erzeugung.
- WorkshopbeitragProjectVerse: Making VR Research Visible in VR(GI VR / AR Workshop, 2024) Lautenbach, Tom; Podkosova, Iana; Kaufmann, HannesIn the field of Virtual Reality (VR) research, accessibility and effective understanding of applications and findings are significant challenges. Traditional academic publications are limited in conveying actual impressions that take place in VR. ProjectVerse addresses this by providing a browser-based VR platform utilizing WebXR technology to host and provide access to VR experiences developed in the course of research projects. This platform is aimed at the general public, students and researchers, and allows them to engage with VR applications directly within their web browsers without the need for additional downloads or installations. ProjectVerse is a multi-user system, enabling collaborative exploration and discussion through avatars and voice chat. Our evaluation indicates that ProjectVerse enhances user engagement in and comprehension of VR research projects. This paper discusses the design, implemen- tation, and assessment of ProjectVerse, showcasing its potential to improve the accessibility and understanding of VR research.
- WorkshopbeitragMake Me Run: The Effects of an Immersive Learning Experience on Physical Running Exercise(GI VR / AR Workshop, 2024) Ertugrul, Nazife; Kruse, Lucie; Steinicke, FrankRegular physical activity is crucial for physical and mental health, but many people do not meet the recommendations of the World Health Organization for physical activity due to lack of motivation and time constraints. This exploratory study aims to examine how an immersive learning experience using Virtual Reality (VR) affects running behavior, compared to a traditional approach that uses presentation slides. The results of our study indicate an increase in exercise enjoyment among active participants, with three participants even starting new workout routines in the week after the study. Approximately 60% of participants expressed a preference for the immersive intervention in VR due to its interactive 3D models. Moreover, VR was observed to enhance the feeling of flow during the running exercise in comparison to the 2D slides. Nonetheless, no statistically significant differences were detected in immediate enjoyment of physical activity, intrinsic motivation, or knowledge retention. This paper provides first insights into the effect of a VR learning intervention on sports behavior and points out future research directions.
- WorkshopbeitragTowards natural language understanding for intuitive interactions in XR using large language models(GI VR / AR Workshop, 2024) Skyba, Kevin; Pfeiffer, ThiesThis paper presents a voice assistance system for extended reality (XR) applications based on large language models (LLMs). The aim is to create an intuitive and natural interface between users and virtual environments that goes beyond traditional, predefined voice commands. An architecture is presented that integrates LLMs as embodied agents in XR environments and utilizes their natural language understanding and contextual reasoning capabilities. The system interprets complex spatial instructions and translates them into concrete actions in the virtual environment. The performance of the system is evaluated in XR scenarios including object manipulation, navigation and complex spatial transformations. The results show promising performance in simple tasks, but also reveal challenges in processing complex spatial concepts. This work con- tributes to the improvement of user interaction in XR environments and opens up new possibilities for the integration of LLMs in XR environments.
- WorkshopbeitragStereoscopic Depth and Object Size Effects on Fixations and Subjective Saliency in Autostereoscopic Displays(GI VR / AR Workshop, 2024) Tasliarmut, Melisa; Dettmann, André; Bullinger, Angelika C.For the purpose of effectively directing visual attention in monitoring or teleoperation tasks, such as highly visualized control rooms or assistance systems in vehicles, it is crucial to understand which attributes contribute to salient perception, since the use of attention-directing designs can ultimately affect response times. To date, research literature (e.g., on displays) and norms have focused on directing attention through 2D attributes such as color. With the increasing relevance of three-dimensional environments (VR, AR, 3D displays), this paper investigates stereoscopic depth and object size as saliency-guiding attributes to direct attention. To control for the effects of the perspective, object size is divided into the viewing angle and the actual size. To estimate which variations of depth and object size attract more attention in a pairwise comparison we conducted a within-subjects design with subjective saliency selection. The study involved N = 15 participants using an autostereoscopic 3D display. Measurements included recordings of the initial fixation with eye-tracking, the selection of the subjectively more salient item, and the reaction time. The results show that both the visual angle and the stereoscopic depth have independent effects on subjective saliency perception. In addition the effect of visual angle is stronger when the item is farther away. A clear distinction between object size and visual angle is therefore suggested for future studies.
- WorkshopbeitragGodotTD: Adapting a Lightweight Open-Source Game Engine for Immersive Tiled Displays(GI VR / AR Workshop, 2024) Richter, Florian; Jung, BernhardThe presentation of interactive 3D content on immersive tiled dis- plays requires specialized software solutions. Multiple challenges need to be overcome such as synchronization of a multitude of distributed clients, display calibration and integration of tracking de- vices. Previous software solutions are mostly built on top of open source scene graph libraries or by utilizing commercial game engines like Unity and Unreal. This contribution presents GodotTD, an adaption of the multi-platform Godot game engine for tiled dis- plays. The Godot engine is open source, very lightweight in terms of resource demands while offering modern, appealing visuals. Although the development of GodotTD is an ongoing effort, it has reached a level of maturity where it is regularly being used in a variety of scientific and academic applications.
- WorkshopbeitragVirtual Reality as a Tool for Monitoring Additive Manufacturing Processes via Digital Shadows(GI VR / AR Workshop, 2024) Rupp, Daniel; Kuhlen, Torsten W.; Rarbach, Sven; Wiechel, Dominik; Pottebaum, Jens; Weidemann, Tizia; Tran, Duc Thanh; Day, Robin; Zielinski, Jonas; Koenig, Valentina; Bremer, Jan; Kosche, Thomas; Grimm, Andreas; Bergs, Thomas; Graessler, Iris; Weissker, TimWe present a data acquisition and visualization pipeline that allows experts to monitor additive manufacturing processes, in particular laser metal deposition with wire (LMD-w) processes, in immersive virtual reality. Our virtual environment consists of a digital shadow of the LMD-w production site enriched with additional measurement data shown on both static as well as handheld virtual displays. Users can explore the production site by enhanced teleportation capabilities that enable them to change their scale as well as their elevation above the ground plane. In an exploratory user study with 22 participants, we demonstrate that our system is generally suitable for the supervision of LMD-w processes while generating low task load and cybersickness. Therefore, it serves as a first promising step towards the successful application of virtual reality technology in the comparatively young field of additive manufacturing.