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

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3D image warping in architectural walkthroughs 建筑演练中的3D图像翘曲
Matthew M. Rafferty, Daniel G. Aliaga, A. Lastra
Investigates methods to accelerate rendering of architectural walkthroughs. In this paper, we improve upon a cells-and-portals framework by using image-based rendering techniques. We first store a few reference images of the view through each portal. At run-time, we replace portals with these images warped to the current viewpoint. We begin with a well-known scheme for handling the complexity of a model, whereby the boundaries of enclosed spaces (cells) are used to divide the total space, and views of geometry beyond the currently occupied space are limited to the openings (portals) by walls. Our system improves upon the replacement of portals with conventional textures because the warping removes the popping effect when switching between image samples and significantly reduces the number of image samples needed.
研究加速架构演练渲染的方法。在本文中,我们通过使用基于图像的渲染技术改进了单元和门户框架。我们首先通过每个门户存储一些视图的参考图像。在运行时,我们用扭曲为当前视点的这些图像替换门户。我们从处理模型复杂性的一个众所周知的方案开始,即使用封闭空间(单元)的边界来划分总空间,并且将当前占用空间之外的几何视图限制在墙壁的开口(门户)上。我们的系统在用传统纹理替换门户的基础上进行了改进,因为翘曲消除了在图像样本之间切换时的弹出效果,并显着减少了所需的图像样本数量。
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引用次数: 36
Compensation for end to end delays in a VR system VR系统中端到端延迟的补偿
Y. Akatsuka, G. Bekey
In virtual reality applications, time delay is one of the essential factors which need compensation. We measured the end to end time delay of our system and developed a compensation technique using a head motion model and a predictive Kalman filter. Compared to a previously developed predictive filter with a model free approach, our filter reduces the error, by 20 to 30%. Due to recent advances in PC technology, it was possible to implement the entire system (including the compensation) on a single PC. Our system consists of a PC, head mounted display, and a 6 degrees of freedom magnetic tracking sensor.
在虚拟现实应用中,时延是需要补偿的重要因素之一。我们测量了系统的端到端时间延迟,并使用头部运动模型和预测卡尔曼滤波器开发了一种补偿技术。与先前开发的具有无模型方法的预测滤波器相比,我们的滤波器将误差降低了20%至30%。由于最近PC技术的进步,可以在一台PC上实现整个系统(包括补偿)。我们的系统由一台PC、头戴式显示器和一个6自由度的磁跟踪传感器组成。
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引用次数: 26
Cognitive, performance, and systems issues for augmented reality applications in manufacturing and maintenance 制造和维护中增强现实应用的认知、性能和系统问题
U. Neumann, Anthony E. Majoros
This paper presents cognitive studies and analyses relating to how augmented reality (AR) interacts with human abilities in order to benefit manufacturing and maintenance tasks. A specific set of applications is described in detail, as well as a prototype system and the software library that it is built upon. An integrated view of information flow to support AR is also presented, along with a proposal for an AR media language (ARML) that could provide interoperability between various AR implementations.
本文介绍了有关增强现实(AR)如何与人类能力相互作用以使制造和维护任务受益的认知研究和分析。详细描述了一组特定的应用程序,以及一个原型系统和它所基于的软件库。还提出了支持AR的信息流的集成视图,以及AR媒体语言(ARML)的建议,该语言可以在各种AR实现之间提供互操作性。
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引用次数: 295
Virtual Reality In Education: Promise And Reality 教育中的虚拟现实:承诺与现实
R. Loftin, F. Brooks, C. Dede
Many of the early investigators of Virtual Reality (VR) applications were enthusiastic in their belief that VR had extraordinary potential for use in education at all levels. In the nine years or so that VR has been a recognized technology, however, few educational applications have been developed and even fewer studies demonstrating VR's efficacy in education have been published. Yet many still have a "gut" feeling that students can be profoundly affected by VR experiences. This panel brings together individuals with differing viewpoints: on the one hand is a visionary and researcher who believes in VR's potential in education and on the other hand is a "founding father" who is skeptical about VR's ability to make meaningful contributions in educational settings.
许多虚拟现实(VR)应用的早期研究人员都充满热情地相信,VR在各级教育中的应用具有非凡的潜力。然而,在VR成为公认技术的9年左右时间里,很少有教育应用被开发出来,证明VR在教育中的功效的研究就更少了。然而,许多人仍然有一种“直觉”,即学生可以被VR体验深刻地影响。这个小组汇集了不同观点的人:一方面是一个有远见的研究者,他相信VR在教育中的潜力,另一方面是一个“创始人”,他怀疑VR在教育环境中做出有意义贡献的能力。
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引用次数: 19
Virtual reality for training: evaluating knowledge retention 培训的虚拟现实:评估知识保留
C. Hall, R. Stiles, Carol Horwitz
Skill decay after periods of skill disuse is well known and has substantial implications when relatively long periods of time separate training from the application of learned skills. We conducted a small study that examined the differential effects of virtual reality versus conventional computer-based media on skill retention. The results reported are preliminary, but were consistent with earlier research that reports that VR may not be superior to conventional electronic media for training certain intellectual skills. Little is known, however about the effects of VR in support of practice strategies far reducing skill decay. Implications for future research are discussed.
众所周知,在技能被废弃一段时间后,技能就会衰退,而且当较长时间将训练与所学技能的应用分开时,技能就会衰退。我们进行了一项小型研究,调查了虚拟现实与传统计算机媒体在技能保留方面的不同影响。报告的结果是初步的,但与早期的研究一致,即VR在训练某些智力技能方面可能并不优于传统的电子媒体。然而,人们对VR在支持练习策略方面的影响知之甚少,这种影响远远减少了技能的衰退。讨论了对未来研究的启示。
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引用次数: 29
Virtual Prototyping - Principles, Problems, And Solutions 虚拟样机:原理、问题和解决方案
F. Dai
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引用次数: 5
Multi-ring color fiducial systems for scalable fiducial tracking augmented reality 用于可扩展基准跟踪增强现实的多环彩色基准系统
Youngkwan Cho, U. Neumann
Registration is one of the major issues in augmented reality (AR). It requires high accuracy or an error-correction mechanism in tracking. Fiducial tracking has been gaining interest as a solution of the registration problem. A single-size fiducial might help fast fiducial detection, but the system will have a narrow tracking range, since all fiducials have the same detection range. Different size fiducials have different detection ranges, and by combining a series of different detection ranges from multi-size fiducials, the whole tracking range can be extended seamlessly. Multi-ring color fiducials have different number of rings at different fiducial levels. We extend the concentric circular fiducials to multi-ring, multi-size fiducial systems. These provide scalability to fiducial tracking AR. Because the fiducial systems are incremental, they allow the tracking range to be easily extended. The fiducial systems also introduce a large number of unique fiducials, and that makes fiducial identification easier. These fiducial systems help in building large-scale applications by providing a convenient way to unify multiple local coordinate systems. It makes it easy to determine fiducial positions in a large-scale application with a small-range digitizer. We analyze the optimality of ring widths and develop formulas to get an optimal set of fiducials easily for any size of working area by plugging in some system-specific parameters. We provide a simple and low-cost way to achieve wide-area tracking.
注册是增强现实(AR)中的主要问题之一。它要求跟踪精度高或有纠错机制。基准跟踪作为注册问题的一种解决方案已经引起了人们的兴趣。单一尺寸的基准可能有助于快速基准检测,但系统的跟踪范围将很窄,因为所有基准都具有相同的检测范围。不同尺寸的基准具有不同的检测距离,通过多尺寸基准的一系列不同检测距离的组合,可以无缝扩展整个跟踪范围。多环彩色基准在不同的基准层有不同的环数。我们将同心圆基准扩展到多环、多尺寸的基准系统。这为基准跟踪AR提供了可扩展性。由于基准系统是增量的,因此可以轻松扩展跟踪范围。基准系统还引入了大量独特的基准,这使得基准识别更加容易。这些基准系统通过提供一种方便的方法来统一多个本地坐标系统,从而有助于构建大规模应用程序。这使得在大规模应用中使用小量程数字化仪确定基准位置变得容易。我们分析了环宽度的最优性,并开发了公式,通过插入一些系统特定的参数,可以很容易地得到任何工作区域大小的最优基准集。我们提供了一种简单而低成本的方法来实现广域跟踪。
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引用次数: 41
Development of ER actuators and their applications to force display systems 电致动器的发展及其在力显示系统中的应用
M. Sakaguchi, J. Furusho
ER fluids are functional fluids which have attracted attention in recent years. We have developed a new type of actuator using ER fluid. This ER actuator responds quickly, and has large torque/inertia ratio. ER actuators are thus suited to be the actuators used in force feedback systems. We have developed a force feedback system using ER actuators, and have enacted some basic experiments for force display. The ER actuators can be utilized in teleoperation systems and various other force feedback systems as well as in virtual reality systems.
内质网流体是近年来备受关注的功能流体。我们开发了一种新型的电流变流体作动器。该ER执行器响应速度快,扭矩/惯量比大。因此,电流变换器适于作为力反馈系统中使用的驱动器。我们开发了一种基于电流变换器的力反馈系统,并进行了一些基本的力显示实验。电磁致动器可用于远程操作系统和各种其他力反馈系统以及虚拟现实系统。
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引用次数: 15
A local perception filter for distributed virtual environments 分布式虚拟环境的局部感知过滤器
P. Sharkey, M. D. Ryan, D. Roberts
Dynamic multi-user interactions within a distributed collaborative virtual environment (CVE) suffer from abrupt state transitions due to communication delays-an action by one user only becoming apparent to another user after the delay. This results in a divergence of the environment for the duration of the delay, followed by an abrupt jump to resynchronise, so that the current state of the virtual world is displayed. Such discontinuities do not occur in the real world and thus appear unnatural and disconcerting to the users. This paper develops the concept of a 3 1/2 D perception model, as an alternative to prediction, which locally filters the underlying model, ensuring that each user views a continuous version of the environment, such that no jumps occur, despite delays arising from remote user interaction. Each user's 3 1/2 D filter is specific to their own circumstances, so that each user's perception of the environment is slightly different from that of other users.
分布式协作虚拟环境(CVE)中的动态多用户交互由于通信延迟而遭受突然状态转换——一个用户的操作在延迟后才对另一个用户变得明显。这将导致在延迟期间环境的发散,随后突然跳跃以重新同步,从而显示虚拟世界的当前状态。这种不连续性在现实世界中不会发生,因此对用户来说显得不自然和不安。本文开发了一个3 1/2 D感知模型的概念,作为预测的替代方案,它局部过滤底层模型,确保每个用户查看环境的连续版本,这样就不会发生跳跃,尽管远程用户交互会产生延迟。每个用户的3 1/2 D过滤器都是针对自己的情况,因此每个用户对环境的感知与其他用户略有不同。
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引用次数: 58
Textured virtual walls achieving interactive frame rates during walkthroughs of complex indoor environments 纹理虚拟墙实现交互帧率在复杂的室内环境的演练
Peter Ebbesmeyer
Presents a new approach for using texture-mapped quadrilaterals as approximate representations for objects that are far away from the viewpoint. The method is suited for interactive visualization of complex indoor environments such as CAD models of large plants. In a pre-processing stage, the 3D model is partitioned by virtual walls. These virtual walls are simple quadrilaterals which divide a large room into a set of separated cells. During the walkthrough phase, the system only renders the geometry of cells surrounding the current viewpoint. All distant geometry is culled and replaced by "textured virtual walls" representing the same part of the model as the culled geometry. A description of techniques is given for minimizing visual artifacts and for controlling the transitions between textures and geometry if the viewpoint moves towards a virtual wall. The approach makes extensive use of texture-mapping hardware. It considerably reduces the number of polygons rendered by the 3D graphics pipeline and therefore contributes to achieving interactive frame rates.
提出了一种使用纹理映射四边形作为远离视点的物体的近似表示的新方法。该方法适用于大型植物CAD模型等复杂室内环境的交互式可视化。在预处理阶段,三维模型被虚拟墙分割。这些虚拟墙是简单的四边形,将一个大房间分成一组独立的单元。在演练阶段,系统只呈现当前视点周围的单元的几何形状。所有远处的几何体都被剔除,并被“有纹理的虚拟墙”取代,这些虚拟墙代表了模型中与被剔除几何体相同的部分。如果视点向虚拟墙移动,则给出了最小化视觉伪影和控制纹理和几何之间过渡的技术描述。该方法广泛使用了纹理映射硬件。它大大减少了3D图形管道渲染的多边形数量,因此有助于实现交互式帧率。
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引用次数: 14
期刊
Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)
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