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Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)最新文献

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Navigating in natural environments: a virtual environment training transfer study 导航在自然环境:虚拟环境训练迁移研究
R. Darken, W. Banker
The ability to use virtual environments as either an abstraction of a space, similar to a map, or as a simulation of the space itself has suggested to many that it would be a useful tool in terrain familiarization of unknown environments. Up to this point, all research in this area has focused on building interiors and urban environments which are significantly different from natural environments in terms of navigation cues and useful wayfinding techniques. The experiment we present uses a virtual environment, as compared to a map only or real-world conditions on navigation tasks in a natural environment. We show that navigation ability is more important to performance than the training method, with the virtual environment being most effective for intermediate orienteers as compared to advanced or beginner orienteers.
将虚拟环境用作空间的抽象(类似于地图)或空间本身的模拟的能力向许多人表明,它将是熟悉未知环境地形的有用工具。到目前为止,该领域的所有研究都集中在建筑内部和城市环境上,这些环境在导航线索和有用的寻路技术方面与自然环境有很大不同。我们展示的实验使用了虚拟环境,与自然环境中只有地图或现实世界条件下的导航任务相比。我们发现导航能力比训练方法对表现更重要,与高级或初级定向运动员相比,虚拟环境对中级定向运动员最有效。
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引用次数: 108
Usability Is From Venus, Virtual Environments Are From Mars: User-centered Evaluation Methodology In A New Medium 可用性来自金星,虚拟环境来自火星:新媒介中以用户为中心的评估方法
R. Darken, D. Hix, N. Durlach, M. Dittmar, M. Bolas
While usability engineering has been a topic of signiÞcant attention over the past several years in the graphical user interface community, it has yet to Þnd its place in the virtual environment (VE) community. Recent trends in VE research have shown that there is a growing chasm in VE development and evaluation methodology between what we refer to as the ÒhumancentricÓ (or user-centered) approach and the Òtechnology-centricÓ approach.
虽然可用性工程在过去几年中一直是图形用户界面社区signiÞcant关注的主题,但它在虚拟环境(VE)社区中还没有Þnd占有一席之地。最近的VE研究趋势表明,在我们所说的ÒhumancentricÓ(或以用户为中心)方法和Òtechnology-centricÓ方法之间的VE开发和评估方法存在越来越大的鸿沟。
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引用次数: 3
Building Large Scale Virtual Environments For Collaborative Working: The Coven Project 为协同工作构建大规模虚拟环境:女巫会项目
M. Slater, L. Fahlén, V. Normand, T. Rodden, N. Magnenat-Thalmann, D. Thalmann
The Collaborative Virtual Environments project (COVEN) is developed which focuses on the development of a computational service for teleworking and virtual presence. It involves integration of a number of technical strands, ranging from application design, network performance, collaborative working, usability, computer graphics, virtual humans, and the construction and rendering of very large scale environments. The project is supported under the ACTs Fourth Framework European Union program.
协作虚拟环境项目(COVEN)的发展重点是远程工作和虚拟存在的计算服务的发展。它涉及到许多技术方面的集成,包括应用程序设计、网络性能、协作工作、可用性、计算机图形学、虚拟人以及超大规模环境的构建和渲染。该项目得到了ACTs第四个欧盟框架计划的支持。
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引用次数: 2
Adding force display to a stereoscopic head-tracked projection display 将力显示添加到立体头部跟踪投影显示中
B. Grant, A. Helser, Russell M. Taylor
We present the nanoWorkbench (nWB), which adds haptic feedback to a stereoscopic, head-tracked projection display to produce a system in which the user can both see and feel virtual objects. We describe the nWB's design parameters, size and layout, including the reasons for our choices. Solutions to the problems of tracker interference, calibration and occlusion are presented.
我们提出了纳米工作台(nWB),它将触觉反馈添加到立体的头部跟踪投影显示器中,从而产生一个用户既能看到又能感觉到虚拟物体的系统。我们描述了nWB的设计参数,尺寸和布局,包括我们选择的原因。提出了跟踪器干扰、标定和遮挡等问题的解决方案。
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引用次数: 47
Cloud simulation in virtual environments 虚拟环境中的云模拟
M. Unbescheiden, Andrzej Trembilski
In this paper, we present a new method of simulating and visualizing smoke and steam clouds in virtual environments (VEs). We use a particle system approach, but reduce the particle numbers to decrease the computation and rendering times. Special care, however is taken for the presentation quality of the clouds. From every viewing point (even within the clouds), the VE user does not have the impression that the clouds are hollow polyhedrons, but rather fuzzy objects.
在本文中,我们提出了一种在虚拟环境(VEs)中模拟和可视化烟雾和蒸汽云的新方法。我们使用粒子系统的方法,但减少粒子数,以减少计算和渲染时间。但是,要特别注意云的呈现质量。从任何一个角度(甚至在云内),VE用户都不会觉得云是中空的多面体,而是模糊的物体。
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引用次数: 13
Physically touching virtual objects using tactile augmentation enhances the realism of virtual environments 使用触觉增强技术触摸虚拟物体可以增强虚拟环境的真实感
H. Hoffman
The study explored the impact of physically touching a virtual object on how realistic the VE seems to the user. Subjects in a "no touch" group picked up a 3D virtual image of a kitchen plate in a VE, using a traditional 3D wand. "See and touch" subjects physically picked up a virtual plate possessing solidity and weight, using a mixed-reality force feedback technique. Afterwards, subjects made predictions about the properties of other virtual objects they saw but did not interact with in the VE. "See and touch" subjects predicted these objects would be more solid, heavier, and more likely to obey gravity than the "no touch" group. Results provide converging evidence for the value of adding physical qualities to virtual objects. The study first empirically demonstrates the effectiveness of mixed reality as a simple, safe, inexpensive technique for adding physical texture and force feedback cues to virtual objects with large freedom of motion. Examples of practical applications are discussed.
该研究探讨了物理触摸虚拟物体对用户感觉VE逼真程度的影响。“无触摸”组的受试者使用传统的3D魔杖,在VE中拿起厨房盘子的3D虚拟图像。“看和摸”实验对象使用混合现实力反馈技术,实际拿起一个具有固体和重量的虚拟盘子。之后,受试者对他们在虚拟现实中看到但没有与之互动的其他虚拟物体的属性进行预测。“看和摸”组的受试者预测,这些物体比“不摸”组的物体更坚固、更重,更有可能服从重力。结果为为虚拟对象添加物理质量的价值提供了越来越多的证据。该研究首先从经验上证明了混合现实作为一种简单、安全、廉价的技术的有效性,它可以为具有较大运动自由度的虚拟物体添加物理纹理和力反馈线索。讨论了实际应用的实例。
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引用次数: 212
Extendible object-centric tracking for augmented reality 用于增强现实的可扩展对象中心跟踪
U. Neumann, Jun Park
Presents a novel object-centric tracking architecture for presenting augmented reality media in spatial relationships to objects, regardless of the objects' positions or motions in the world. The advance this system provides over previous object-centric tracking approaches is the ability to sense and integrate new features into its tracking database, thereby extending the tracking region automatically. This lazy evaluation of the structure-from-motion problem uses images obtained from a single calibrated moving camera and applies recursive filtering to identify and estimate the 3D positions of new features. We evaluate the performance of two filters; a classic extended Kalman filter (EKF) and a filter based on a recursive average of covariances (RAC). Implementation issues and results are discussed in conclusion.
提出了一种新的以对象为中心的跟踪架构,用于在与对象的空间关系中呈现增强现实媒体,而不管对象在世界中的位置或运动。与以前的以对象为中心的跟踪方法相比,该系统的进步在于能够感知并将新特征集成到其跟踪数据库中,从而自动扩展跟踪区域。这种对运动结构问题的惰性评估使用从单个校准的运动摄像机获得的图像,并应用递归滤波来识别和估计新特征的3D位置。我们评估了两个滤波器的性能;一个经典的扩展卡尔曼滤波器(EKF)和一个基于协方差递归平均(RAC)的滤波器。最后讨论了实施问题和结果。
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引用次数: 29
Registration rooms, lobbies, and portals: interconnecting large-scale networked virtual environments and collaborations 注册室、大厅和门户:连接大规模网络虚拟环境和协作
S. Singhal, B. Q. Nguyen
To support larger numbers of simultaneous users, virtual environments (VEs) must be partitioned over multiple servers. This paper describes an architecture for interconnecting large-scale VEs and collaboration systems over the Internet. The user establishes and maintains a persistent network identity, transfers that identity between VEs and maintains that identity while moving between management domains of a single VE. Our implementation logically extends (and therefore easily integrates with) the existing World Wide Web.
为了支持更多的同时用户,虚拟环境(ve)必须在多个服务器上进行分区。本文描述了一个在Internet上连接大型虚拟企业和协作系统的体系结构。用户建立并维护持久的网络标识,在VE之间传输该标识,并在单个VE的管理域之间移动时维护该标识。我们的实现在逻辑上扩展了现有的万维网(因此很容易与之集成)。
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引用次数: 0
Virtual clay modeling using the ISU exoskeleton 使用ISU外骨骼的虚拟粘土建模
Y. Chai, G. Luecke, James C. Edwards
A deformable non-uniform rational B-spline (NURBS) based volume is programmed for the Iowa State University (ISU) force-reflecting exoskeleton haptic device. A direct free-form deformation (DFFD) technique is applied for realistic manipulation. In order to implement real-time deformation, a nodal mapping technique is used to connect points on the virtual object with the NURBS volume. This geometric modeling technique is ideally incorporated with the force-reflecting haptic device as a virtual interface. The results presented in this paper introduce details for the complete set-up for a realistic virtual clay modeling task with force feedback. The ISU force-reflecting exoskeleton, coupled with a supporting PUMA 560 manipulator and the virtual clay model are integrated with the WorldToolKit (WTK) graphics display, and the results show that the force feedback from the realistic physically-based virtual environment can greatly enhance the sense of immersion.
为爱荷华州立大学(ISU)力反射外骨骼触觉装置编写了基于可变形非均匀有理b样条(NURBS)的体。直接自由变形(DFFD)技术应用于逼真的操作。为了实现实时变形,采用节点映射技术将虚拟物体上的点与NURBS体连接起来。这种几何建模技术是理想的结合力反射触觉装置作为虚拟界面。本文给出的结果详细介绍了一个具有力反馈的真实虚拟粘土建模任务的完整设置。将ISU力反射外骨骼与配套的PUMA 560机械手和虚拟粘土模型与WorldToolKit (WTK)图形显示集成,结果表明,来自真实的基于物理的虚拟环境的力反馈可以大大增强沉浸感。
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引用次数: 30
Virtual cutting with force feedback 带力反馈的虚拟切削
Atsuko Tanaka, K. Hirota, T. Kaneko
Cutting is an essential operation for forming and designing shapes. We have implemented a virtual cutting work space, in which we can create objects of various shapes through cutting operations. An object in the work space is defined as a closed surface that consists of triangle patches. The cutting operation is performed as boolean operations between the object and a cutting surface corresponding to the motion of the cutting blade. We have also employed a force feedback device and liquid crystal shutter glasses to represent the sensation of force while cutting and to provide stereoscopic views of the work space.
切割是形成和设计形状的基本操作。我们实现了一个虚拟的切割工作空间,在这个空间中,我们可以通过切割操作创建各种形状的物体。工作空间中的对象被定义为由三角形块组成的封闭曲面。切割操作以布尔运算的形式在对象和切割面之间执行,对应于切割刀片的运动。我们还使用了力反馈装置和液晶快门眼镜来表现切割时的力感,并提供工作空间的立体视图。
{"title":"Virtual cutting with force feedback","authors":"Atsuko Tanaka, K. Hirota, T. Kaneko","doi":"10.1109/VRAIS.1998.658425","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658425","url":null,"abstract":"Cutting is an essential operation for forming and designing shapes. We have implemented a virtual cutting work space, in which we can create objects of various shapes through cutting operations. An object in the work space is defined as a closed surface that consists of triangle patches. The cutting operation is performed as boolean operations between the object and a cutting surface corresponding to the motion of the cutting blade. We have also employed a force feedback device and liquid crystal shutter glasses to represent the sensation of force while cutting and to provide stereoscopic views of the work space.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128298411","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 34
期刊
Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)
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