Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658417
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.
{"title":"Navigating in natural environments: a virtual environment training transfer study","authors":"R. Darken, W. Banker","doi":"10.1109/VRAIS.1998.658417","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658417","url":null,"abstract":"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.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"22 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":"115414314","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}
Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658498
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.
{"title":"Usability Is From Venus, Virtual Environments Are From Mars: User-centered Evaluation Methodology In A New Medium","authors":"R. Darken, D. Hix, N. Durlach, M. Dittmar, M. Bolas","doi":"10.1109/VRAIS.1998.658498","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658498","url":null,"abstract":"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.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"49 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":"115678011","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}
Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658507
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.
{"title":"Building Large Scale Virtual Environments For Collaborative Working: The Coven Project","authors":"M. Slater, L. Fahlén, V. Normand, T. Rodden, N. Magnenat-Thalmann, D. Thalmann","doi":"10.1109/VRAIS.1998.658507","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658507","url":null,"abstract":"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.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"65 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":"116612605","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}
Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658427
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.
{"title":"Adding force display to a stereoscopic head-tracked projection display","authors":"B. Grant, A. Helser, Russell M. Taylor","doi":"10.1109/VRAIS.1998.658427","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658427","url":null,"abstract":"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.","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":"128986840","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}
Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658451
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.
{"title":"Cloud simulation in virtual environments","authors":"M. Unbescheiden, Andrzej Trembilski","doi":"10.1109/VRAIS.1998.658451","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658451","url":null,"abstract":"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.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"30 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":"114642500","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}
Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658423
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.
{"title":"Physically touching virtual objects using tactile augmentation enhances the realism of virtual environments","authors":"H. Hoffman","doi":"10.1109/VRAIS.1998.658423","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658423","url":null,"abstract":"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.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"40 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":"127827244","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}
Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658482
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.
{"title":"Extendible object-centric tracking for augmented reality","authors":"U. Neumann, Jun Park","doi":"10.1109/VRAIS.1998.658482","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658482","url":null,"abstract":"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.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"159 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":"127409088","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}
Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658495
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.
{"title":"Registration rooms, lobbies, and portals: interconnecting large-scale networked virtual environments and collaborations","authors":"S. Singhal, B. Q. Nguyen","doi":"10.1109/VRAIS.1998.658495","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658495","url":null,"abstract":"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.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"43 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":"121357129","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}
Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658426
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.
{"title":"Virtual clay modeling using the ISU exoskeleton","authors":"Y. Chai, G. Luecke, James C. Edwards","doi":"10.1109/VRAIS.1998.658426","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658426","url":null,"abstract":"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.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"35 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":"126913847","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}
Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658425
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.
{"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}