Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658493
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.
{"title":"Choreographing realistic animated birds using gesture recognition","authors":"G. Schmidt, Michael L. Ringham, D. House","doi":"10.1109/VRAIS.1998.658493","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658493","url":null,"abstract":"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.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"26 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":"122338453","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.1998.658501
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.
{"title":"Generation of wide-range virtual spaces using photographic images","authors":"M. Hirose, Shinjiro Watanabe, T. Endo","doi":"10.1109/VRAIS.1998.658501","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658501","url":null,"abstract":"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.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"4 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":"127905470","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.1998.658421
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.
{"title":"Tactile display using elastic waves","authors":"T. Nara, T. Maeda, Y. Yanagida, S. Tachi","doi":"10.1109/VRAIS.1998.658421","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658421","url":null,"abstract":"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.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"61 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":"121333278","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.1998.658506
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.
{"title":"Space-scale structure for information rejection in large-scale distributed virtual environments","authors":"Nicolas Farcet, P. Torguet","doi":"10.1109/VRAIS.1998.658506","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658506","url":null,"abstract":"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.","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":"129226574","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.1998.658422
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.
{"title":"Image data transformation for tactile texture display","authors":"Y. Ikei, K. Wakamatsu, S. Fukuda","doi":"10.1109/VRAIS.1998.658422","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658422","url":null,"abstract":"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.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"445 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":"125769359","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.1998.658465
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.
{"title":"Shape your imagination: iconic gestural-based interaction","authors":"T. Marsh, Alan Watt","doi":"10.1109/VRAIS.1998.658465","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658465","url":null,"abstract":"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.","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":"131285352","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.1998.658503
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.
{"title":"Bamboo-a portable system for dynamically extensible, real-time, networked, virtual environments","authors":"Kent Watsen, M. Zyda","doi":"10.1109/VRAIS.1998.658503","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658503","url":null,"abstract":"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.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"95 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":"129571112","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.1998.658420
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.
{"title":"A tactile feeling display based on selective stimulation to skin receptors","authors":"N. Asamura, Naruyuki Tomori, H. Shinoda","doi":"10.1109/VRAIS.1998.658420","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658420","url":null,"abstract":"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.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"50 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":"134299231","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.1998.658418
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.
{"title":"An evaluation of wearable information spaces","authors":"M. Billinghurst, J. Bowskill, N. Dyer, J. Morphett","doi":"10.1109/VRAIS.1998.658418","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658418","url":null,"abstract":"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.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"42 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":"133434312","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.1998.658508
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.
{"title":"Avatars And Autonomous Virtual Humans In Virtual Environments","authors":"N. Magnenat-Thalmann, D. Thalmann","doi":"10.1109/VRAIS.1998.658508","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658508","url":null,"abstract":"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.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"76 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":"114712410","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}