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

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Choreographing realistic animated birds using gesture recognition 使用手势识别编排逼真的动画鸟
G. Schmidt, Michael L. Ringham, D. House
We describe progress in developing real-time tools for animation choreography, placing an aerodynamic bird character under interactive gestural control. Since the bird model responds to commands through a multiple-level control system, the effect is that of a director working with an intelligent actor to choreograph motion sequences.
我们描述了开发动画编排实时工具的进展,将一个空气动力学的鸟类角色置于交互式手势控制之下。由于鸟类模型通过多层控制系统响应命令,因此效果就像是导演与智能演员合作编排动作序列。
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引用次数: 1
Generation of wide-range virtual spaces using photographic images 使用摄影图像生成大范围的虚拟空间
M. Hirose, Shinjiro Watanabe, T. Endo
A new methodology to generate image-based wide-range virtual spaces is introduced. The basic principle is to display appropriate images accompanied by user's interaction, using position data. For this methodology, a huge image database indexed by position data must be sampled from the real world. A prototype of a vehicle-mounted image capturing system is developed for this purpose. The relationship between image distortion and the error of sensors when applying the morphing technique to this system is also discussed. At the end of this paper, an image-based walk-through system is actually demonstrated and the potential advantages of this methodology are discussed as an example.
介绍了一种基于图像的大范围虚拟空间生成方法。其基本原则是使用位置数据,在用户交互的同时显示合适的图像。对于这种方法,必须从现实世界中采样一个由位置数据索引的庞大图像数据库。为此,开发了车载图像采集系统的原型。讨论了变形技术应用于该系统时,图像畸变与传感器误差之间的关系。在本文的最后,实际演示了一个基于图像的演练系统,并以实例讨论了该方法的潜在优势。
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引用次数: 26
Tactile display using elastic waves 使用弹性波的触觉显示
T. Nara, T. Maeda, Y. Yanagida, S. Tachi
As a basis for a tactile display, it is important to understand the mechanism of tactile sensation, so we analyze the elastic waves inside a finger in tactile exploration with a two-layered, half-infinite elastic finger model, and derive a mapping from the shapes of objects to the displacements of the mechanoreceptors. It is shown that the mapping from displacements of the finger surface to displacements of the mechanoreceptors is a one-to-one mapping. Therefore, it is necessary to create the same displacements of the finger surface as in actual exploration for tactile virtual reality (VR). However, the mapping from shapes of objects to displacements of the finger surface is shown to be a many-to-one mapping because of the mechanical properties of skin. So, we use the envelope of the amplitude-modulated Lamb wave on an elastic plate as an alternative shape to the real object, because its shape can be easily controlled. The generation of the wave is confirmed with an experimental device of silicon rubber vibrated by voice coils.
作为触觉显示的基础,了解触觉感觉的机制是很重要的,因此我们利用两层半无限弹性手指模型分析了触觉探索中手指内部的弹性波,并推导了物体形状与机械感受器位移的映射关系。结果表明,从手指表面位移到机械感受器位移的映射是一对一的映射。因此,在触觉虚拟现实(VR)中,有必要创造与实际探索中相同的手指表面位移。然而,由于皮肤的机械特性,从物体形状到手指表面位移的映射显示为多对一映射。因此,我们使用弹性板上调幅兰姆波的包络作为真实物体的替代形状,因为它的形状很容易控制。用声圈振动硅橡胶实验装置验证了该波的产生。
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引用次数: 5
Space-scale structure for information rejection in large-scale distributed virtual environments 大规模分布式虚拟环境中信息拒绝的空间尺度结构
Nicolas Farcet, P. Torguet
Distributed virtual reality systems are facing limitations due to the vast amount of streaming communications and world state update data to handle at host and network level. In order to lessen these burden, good mastering of data flows is required. Host information needs mostly depend on how local observers perceive the virtual world surrounding them. The authors propose a structure storing a hierarchical description of the world as a basis for host information needs identification. The information rejection criterion is currently an approximation of the projected area along an axis toward the observer on a perpendicular plane. It can be applied to sources such as visual objects or sound sources. This structure, used to dynamically reference sources based on their position and scale, is called a space scale structure (SSS); an octree is the actual storing structure. The SSS is traversed in order to retrieve sources, with respect to the rejection function. Optimizations of SSS traversal and SSS update for moving sources, based on temporal coherency, are presented. A possible distributed architecture using the SSS is also proposed. This architecture makes use of multicast and client/server network topologies. The implementation of the SSS is evaluated locally in the context of large database culling.
由于需要在主机和网络层面处理大量的流通信和世界状态更新数据,分布式虚拟现实系统面临着局限性。为了减轻这些负担,需要很好地掌握数据流。主机信息需求主要取决于本地观察者如何感知他们周围的虚拟世界。作者提出了一种存储世界分层描述的结构,作为识别主机信息需求的基础。信息抑制准则目前是在垂直平面上沿轴向观察者的投影面积的近似值。它可以应用于诸如视觉对象或声源之类的源。这种根据源的位置和尺度动态引用源的结构称为空间尺度结构(SSS);八叉树是实际的存储结构。遍历SSS以检索源,相对于拒绝函数。提出了基于时间相干性的移动源的SSS遍历和SSS更新优化方法。本文还提出了一种使用SSS的分布式体系结构。该体系结构使用多播和客户机/服务器网络拓扑。在大型数据库筛选的背景下,对SSS的实施进行了局部评估。
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引用次数: 7
Image data transformation for tactile texture display 用于触觉纹理显示的图像数据转换
Y. Ikei, K. Wakamatsu, S. Fukuda
The authors have investigated a tactile texture presentation method by which a tactile texture display is driven to convey the sensations of object's surface textures. The image data (a B/W photograph taken carefully) of surface textures proved to be compatible with the surface geometry data-a height map-by an experiment with two simple-shape real texture patches. As a raw geometry data-hence a raw image-was not suitable for the texture display, they proposed to apply a histogram transformation to make the sensation produced by the data close to the real one. They obtained two histogram transformations out of fifty, by which the geometry data were adjusted so that they could best produce texture sensations regarding six real patches. The data adjusted by the transformations proved to present appropriate sensations to novice users who compared the data and the real patches tactually.
作者研究了一种触觉纹理呈现方法,通过触觉纹理显示来传达物体表面纹理的感觉。通过对两个简单形状的真实纹理块的实验,证明了表面纹理图像数据(仔细拍摄的B/W照片)与表面几何数据(高度图)是兼容的。由于原始几何数据(即原始图像)不适合纹理显示,他们提出采用直方图变换使数据产生的感觉更接近真实。他们从50个直方图变换中获得了两个,通过这个变换,几何数据被调整,这样他们就可以最好地产生关于六个真实斑块的纹理感觉。经过转换后的数据与实际补丁进行了比较,新手用户的感觉较好。
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引用次数: 17
Shape your imagination: iconic gestural-based interaction 塑造你的想象力:基于手势的互动
T. Marsh, Alan Watt
Iconic hand gestures are a natural and intuitive way to convey spatial information. Capturing and interpreting iconic hand gestures will augment users' abilities to convey spatial information with computers. This paper discusses the on-going research and the results of a study to employ iconic hand gestures as a human computer interaction (HCI) technique for the input and manipulation of objects and shapes within 3D computer generated graphical environments.
标志性手势是传达空间信息的一种自然而直观的方式。捕捉和解读标志性手势将增强用户通过计算机传达空间信息的能力。本文讨论了正在进行的研究和一项研究的结果,该研究将标志性手势作为人机交互(HCI)技术,用于在3D计算机生成的图形环境中输入和操纵对象和形状。
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引用次数: 7
Bamboo-a portable system for dynamically extensible, real-time, networked, virtual environments bamboo—一个可移植的系统,用于动态扩展的、实时的、网络化的虚拟环境
Kent Watsen, M. Zyda
Bamboo is a portable system supporting real-time, networked, virtual environments. Unlike previous efforts, this design focuses on the ability of the system to dynamically configure itself without explicit user interaction, allowing applications to take on new functionality after execution. In particular, this framework facilitates the discovery of virtual environments on the network at runtime. Fundamentally, Bamboo offers a compatible set of mechanisms needed for a wide variety of real-time, networked applications. Also included is a particular combination of these mechanisms supporting a dynamically extensible runtime environment. This paper serves as a general introduction to Bamboo. It describes the system's architecture, implementation and future directions. It also shows how the system can facilitate the rapid development of robust applications by promoting code reuse via community-wide exchange.
Bamboo是一种支持实时、网络化、虚拟环境的便携式系统。与以前的努力不同,这种设计侧重于系统在没有显式用户交互的情况下动态配置自身的能力,允许应用程序在执行后承担新功能。特别是,这个框架有助于在运行时发现网络上的虚拟环境。从根本上说,Bamboo提供了一组兼容的机制,这些机制适用于各种实时的网络应用程序。还包括支持动态可扩展运行时环境的这些机制的特定组合。本文是对Bamboo的一般介绍。描述了系统的体系结构、实现和未来发展方向。它还展示了该系统如何通过社区范围内的交换促进代码重用,从而促进健壮应用程序的快速开发。
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引用次数: 133
A tactile feeling display based on selective stimulation to skin receptors 一种基于对皮肤感受器的选择性刺激的触觉显示
N. Asamura, Naruyuki Tomori, H. Shinoda
People can feel various tactile feelings by touching and rubbing objects. In this paper, we propose a method to display such tactile feeling of fine texture with reality. We create the feeling by selective stimulation to each kind of mechanoreceptor using the elastic transfer property of the skin. Our system is composed of four small magnet tips attached on the hand in a line, which are controlled with precise force. The two driving modes, the common phase mode and the reversed phase mode, stimulate the deep receptors and shallow receptors in the skin, respectively. The system could give several types of tactile feeling with reality. The principle and experimental results are shown.
人们通过触摸和摩擦物体,可以感受到各种触觉。在本文中,我们提出了一种将这种细腻质感的触感与现实相结合的表现方法。我们利用皮肤的弹性传递特性,对每种机械感受器进行选择性刺激,从而产生这种感觉。我们的系统由四个小磁铁组成,它们以一条线连接在手上,用精确的力来控制。两种驱动模式,共相模式和反相模式,分别刺激皮肤的深层受体和浅层受体。该系统可以提供几种类型的触觉与现实。给出了该方法的原理和实验结果。
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引用次数: 45
An evaluation of wearable information spaces 可穿戴信息空间的评估
M. Billinghurst, J. Bowskill, N. Dyer, J. Morphett
2D windows-based interfaces may not be appropriate for wearable computers. We draw on virtual reality techniques to design and evaluate alternative methods for information presentation in a wearable environment. We find that simple body-stabilised displays provide benefits over traditional head-stabilised displays. Users find body-stabilised displays easier to use, more enjoyable and more intuitive, and are able to perform better on a search task. Spatial audio and visual cues further enhance performance.
基于2D窗口的界面可能不适合可穿戴计算机。我们利用虚拟现实技术来设计和评估可穿戴环境中信息呈现的替代方法。我们发现简单的身体稳定显示比传统的头部稳定显示更有优势。用户发现身体稳定的显示更容易使用,更愉快,更直观,并且能够更好地执行搜索任务。空间音频和视觉线索进一步提高性能。
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引用次数: 83
Avatars And Autonomous Virtual Humans In Virtual Environments 虚拟环境中的化身和自主虚拟人
N. Magnenat-Thalmann, D. Thalmann
The merging of the recent developments in Virtual Reality, Human Animation and Video Analysis techniques has led to new fields of research: The integration of Virtual Humans in Virtual Reality, the interaction of the participant with these virtual humans and the representation of the participant in the Virtual World. The objective of the tutorial is to present the state-of-the-art in these new areas, which will be essential for interactive entertainment and games.
虚拟现实,人体动画和视频分析技术的最新发展融合导致了新的研究领域:虚拟人在虚拟现实中的集成,参与者与这些虚拟人的互动以及参与者在虚拟世界中的表现。本教程的目的是介绍这些新领域的最新技术,这对互动娱乐和游戏来说是必不可少的。
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引用次数: 2
期刊
Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)
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